@SNOELK Can you create a option to cap uv scale smaller one pixel? I have many komplex Vehicles with hundreds uv isles. The smallest are smaller than pixel size. The cap option would be help to lock this small isles to scale down.
Even if Maya have got huge performance improvement, it didn't mean that we should left off to support PBSnoelk and is Tool, cause even if you'll can get good result in Maya, there is tons of cases where i'm sure IPT can rock better, and of course way more than other 3D package. keep it up, there is many concerns around features that can be implemented in the next release. As you might know about Maya History, It was been a long time when maya didn't catch good new features on UV's. But as far i remember, Maya was already a good tool at the start and with some script or plugin, it can be Powerfull.
Do the Main Dev, can read our thread here, i don't know when the "Leave This Group" in place will be added, but at that time, the Groups are only useful if you work with UDIM, that all...
If i want to define Don't process that Group, all the other UV island should be placed all around that group, but it didn't work like that.
I feel sad to see no new update since end April.
my release is 1.7.5962.28799 but the one in the ReleaseNote end to 1.7.5962.28588, look strange or just Bugfixing release,
By the way i've seen an Error message if you try to load an FBX and skip the Process on the UV set 2, at least from modo.
Since the last update i have a problem with imported uv. I have the first 16 solutions 100,1% wastet area. By complex objects with over 800 uvs is this so bad. Have anyone a solution for my problem?
Hi, I have been trying to use the Demo version to see how it works etc. and everytime i press ctrl A or double click it crashes. Also when i press the start packing button it crashes. I am using the Steam version for trying it out. I am using Windows 8.1. Feel free to ask any doubts you have to fix it.
Maya Layout is still singlecore and i didnt get similar good results for organic stuff. Maybe the 90 degrees mode is faster.
I also wait for a sign of life from the dev before i'll intergrate this tool full in my pipe.
I wouldn't say that. I mean you are right about the singlecore, but the results are by no means better with i pack that. Maya and I pack that have basically the same option for you to choose. i pack that uses 90 degrees rotation steps as a standard option as well es maya.
I really would like to know if the tool will be updated at all in the future....
PB Snoelk have got some things to do more important, and as far as i'm exchanging with them, is really taking care of his IPT users. Stay tuned, i could just say that some of the features request will be added soon.
I'm having trouble with iPackThat atm, everytime I start the program, the a small "Loading window" pops up, then immidieatly closes down agian and the software never launches. Anyone know why, anyone been experiencing this before me? Would love some help cause atm I can't even use the software : (
I'm having trouble with iPackThat atm, everytime I start the program, the a small "Loading window" pops up, then immidieatly closes down agian and the software never launches. Anyone know why, anyone been experiencing this before me? Would love some help cause atm I can't even use the software : (
If you bought it from Gumroad, use the portable version. The installer version gave me the same issue.
I'm having trouble with iPackThat atm, everytime I start the program, the a small "Loading window" pops up, then immidieatly closes down agian and the software never launches. Anyone know why, anyone been experiencing this before me? Would love some help cause atm I can't even use the software : (
If you bought it from Gumroad, use the portable version. The installer version gave me the same issue.
Thanks for the tip, actually I solved it by just running it as admin, good old "trick" that I too often forget about
7 Months of no updates. I've unwrapped two models before coming across an issue with the third and decided to wait for an update, which I now don't believe is coming. If you aren't going to update it further but want to continue selling it 'as it is' I believe it would be prudent to update the steam page with a message explaining thus. "This software is no longer in development but will continue to be licensed as-is.". Either that or let us know that updates are indeed coming.
Hello, I hope IPT is still alive, I've had some great results with it by the past. Although I have to say that on my last meshes (characters) it appears to be infinitely slower than it used to : 2 min 20 sec to 4 min + for packing a solution with 76 clusters (on a six core i7) ... For no reason, am I missing some optimization ? Does it comes from a bug of a recent update ? Sometimes it just remains stuck for minutes on a cluster ...
Thanks PB Snoelk for the tool, I hope you can make IPT fast and strong as I remember it used to be !
I sincerely hope this is still under development. I don't regret my purchase, I already packed enough UVs for my money's worth.
But, it's a little slow atm and there are a ton of minor issues that stop it from producing stellar results at times. I think with a little more development it can easily become a must have tool.
sorry for not writing anything the last month. Been very busy with testing new algos fir ipackthat and rewriting everything from the scratch in native c++ with directx11 gpu compute shaders. its very very time consuming. im also bugfixing the current version with the mails i got ( thanks smoluck ) additionally i move in my compay from the art department to the coding department and they filled me up with work ^^
i got a new beta branch available inside steam with some bugfixed for the current version ( windows 10 crash etc). the new version got a small problem with the upload with the stream client ( its often skipping the visial shaders argh )
to make it short im still coding and working on IPackThat. My core work at our game at piranha-bytes called Elex will also be not so time consuming in the near future, so i can to more work on IPackThat again. Additionally i will answer all the messages and feature requests that piled up here ^^ Plenty of new features are also gotten as basic code rework in my new code base. The old code base in c# is hard to adjust for those new features (like blocking parts etc).
merry christmass to all and more the next days, i promisse ps: write me directly for feature request and bug repost support@ipackthat.com
Just bought my copy of IPackThat from Gumroad today after play a while with the Steam demo. The software runs fine with just 1 problem though, the demo version (1.7.5708.17303) pack much nicer then the indie version (1.7.5962.29094). I think I saw someone commented regarding this a while back, but it still happening until the latest version today, so is it possible to revert the version to an older version?
Just to compare the indie version found a 29% wasted space on the 8th solution and demo version found a 21% wasted space on the 4th solution. It's kinda step backwards
Also I noticed the Save Global Setting doesn't save the View Option setting. It'll be nice if it save those options too.
@[PB]Snoelk - does IPackThat has access to object's name on import and export? if it does, it'll be very nice to have a name preset to save during export. For example my mesh name "barrel_low" on import and rename it to "packed_barrel_low" on export, therefor when I bring the object back to Max, I can run a MAXscript to copy the packed UV channel info into my original mesh without having to do it one by one manually. BTW, I'm not saying about the .obj file name, it's the mesh name inside the .obj.
I do this is because if I use .obj, normally the smoothing group will get messed up and also UV2 will be ignored completely. So by just copy and paste UV info, I can still keep my original object's UV/ smoothing group/ etc.
Does anyone else do the same thing? or is there any better workflow?
PS: I tried .fbx it somehow crashed my max on import, so I use .obj instead.
I found a problem with IPackThat Steam installer. When I choose startup language to Turkish(my default at steam) the program won't start because of missing files. Even verifying integrity doesn't fix it. IPackThat don't start with default installation in my case. It took me a while to find the problem is the startup language, setting it do English downloads the missing files then program starts.
@dzibarik it's happened to me before for the Gumroad version, turns out that it seems to me IPT doesn't have access to internet connection and missing some file cus unable to download, or so I believe.
This solution is kinda weird but do you have IPackThat.ex~ on the installation folder? if not, try to copy the default IPackThat.exe and rename it to IPackThat.ex~ and place back on the installation folder. I'm not sure whether it's gonna fix the problem or not though..
I notice this file is when I try to install the program, same thing happened like you said, but if I try to launch the portable version, it open without any problem, the difference between the two is that the portable has IPackThat.ex~ and install doesn't, but then I try to copy the IPackThat.ex~ from the portable folder to the install folder, it then launch without any issue.
after having played around with iPackThat`s demo on steam a few days ago and getting some great results with it, I decided to purchase the full version on Gumroad. After the install It seems that the packing algorithm is entirely different. Below you can see the result from the full version compared to the tests I did in thee demo version on steam. Both ran for 10 minutes with the same settings. I am quite disappointed after spending around 60€ on the full version.
If someone has had similar issues regarding the demo-version and the full gumroad version, please let me know if you found a fix!
after having played around with iPackThat`s demo on steam a few days ago and getting some great results with it, I decided to purchase the full version on Gumroad. After the install It seems that the packing algorithm is entirely different. Below you can see the result from the full version compared to the tests I did in thee demo version on steam. Both ran for 10 minutes with the same settings. I am quite disappointed after spending around 60€ on the full version.
If someone has had similar issues regarding the demo-version and the full gumroad version, please let me know if you found a fix!
Regards,
A sad Packer
have you tried packing your model in maya 2017? models with that amount of shells normally give better or same results than ipackthat.
Phoenix995 Hey man, something I could also try out I guess, although I main 3ds max at the moment. I will give Maya a shot! Thanks. Still would love to see iPackThat work for the amount of money I spend on it though
I agree it ain't no cheap program for what it does. I'm quite disappointed - and the fact that there haven't been any updates in so long is even worse. been 4 months since the developer's last reply...
Replies
- The ability to lock UVs in place while the other shells pack around them
Realized this would be a huge help in packing things together to save texture space. Looks like right now this has to be done manually.
Can you create a option to cap uv scale smaller one pixel? I have many komplex Vehicles with hundreds uv isles. The smallest are smaller than pixel size. The cap option would be help to lock this small isles to scale down.
When saving over previous obj's ipackthat seems to append the overwritten file. Max often doesn't like it much when importing.
As far as i am concerned i don't see why IPackThat would be better.
IPackthat: 3h packing - 16% waste
Maya: 30 Sec Packing - 16% Waste
i think i used this one
but you dont need to set the Packing Resolution to such a high number, 1024 or less should be good as well.
If i want to define Don't process that Group, all the other UV island should be placed all around that group, but it didn't work like that.
I feel sad to see no new update since end April.
my release is 1.7.5962.28799 but the one in the ReleaseNote end to 1.7.5962.28588, look strange or just Bugfixing release,
By the way i've seen an Error message if you try to load an FBX and skip the Process on the UV set 2, at least from modo.
I also wait for a sign of life from the dev before i'll intergrate this tool full in my pipe.
By complex objects with over 800 uvs is this so bad.
Have anyone a solution for my problem?
I have been trying to use the Demo version to see how it works etc. and everytime i press ctrl A or double click it crashes. Also when i press the start packing button it crashes. I am using the Steam version for trying it out. I am using Windows 8.1. Feel free to ask any doubts you have to fix it.
Cheers,
Swayam
I hope IPT is still alive, I've had some great results with it by the past. Although I have to say that on my last meshes (characters) it appears to be infinitely slower than it used to : 2 min 20 sec to 4 min + for packing a solution with 76 clusters (on a six core i7) ... For no reason, am I missing some optimization ? Does it comes from a bug of a recent update ? Sometimes it just remains stuck for minutes on a cluster ...
Thanks PB Snoelk for the tool, I hope you can make IPT fast and strong as I remember it used to be !
I always get the same message when importing obj or fbx
But, it's a little slow atm and there are a ton of minor issues that stop it from producing stellar results at times. I think with a little more development it can easily become a must have tool.
sorry for not writing anything the last month. Been very busy with testing new algos fir ipackthat and rewriting everything from the scratch in native c++ with directx11 gpu compute shaders. its very very time consuming. im also bugfixing the current version with the mails i got ( thanks smoluck )
additionally i move in my compay from the art department to the coding department and they filled me up with work ^^
i got a new beta branch available inside steam with some bugfixed for the current version ( windows 10 crash etc). the new version got a small problem with the upload with the stream client ( its often skipping the visial shaders argh )
to make it short im still coding and working on IPackThat. My core work at our game at piranha-bytes called Elex will also be not so time consuming in the near future, so i can to more work on IPackThat again.
Additionally i will answer all the messages and feature requests that piled up here ^^
Plenty of new features are also gotten as basic code rework in my new code base. The old code base in c# is hard to adjust for those new features (like blocking parts etc).
merry christmass to all and more the next days, i promisse
ps:
write me directly for feature request and bug repost
support@ipackthat.com
Just to compare the indie version found a 29% wasted space on the 8th solution and demo version found a 21% wasted space on the 4th solution.
It's kinda step backwards
Also I noticed the Save Global Setting doesn't save the View Option setting. It'll be nice if it save those options too.
I do this is because if I use .obj, normally the smoothing group will get messed up and also UV2 will be ignored completely. So by just copy and paste UV info, I can still keep my original object's UV/ smoothing group/ etc.
Does anyone else do the same thing? or is there any better workflow?
PS: I tried .fbx it somehow crashed my max on import, so I use .obj instead.
https://gumroad.com/l/PBTools_IPackThat
This solution is kinda weird but do you have IPackThat.ex~ on the installation folder? if not, try to copy the default IPackThat.exe and rename it to IPackThat.ex~ and place back on the installation folder. I'm not sure whether it's gonna fix the problem or not though..
I notice this file is when I try to install the program, same thing happened like you said, but if I try to launch the portable version, it open without any problem, the difference between the two is that the portable has IPackThat.ex~ and install doesn't, but then I try to copy the IPackThat.ex~ from the portable folder to the install folder, it then launch without any issue.
after having played around with iPackThat`s demo on steam a few days ago and getting some great results with it, I decided to purchase the full version on Gumroad. After the install It seems that the packing algorithm is entirely different. Below you can see the result from the full version compared to the tests I did in thee demo version on steam. Both ran for 10 minutes with the same settings. I am quite disappointed after spending around 60€ on the full version.
If someone has had similar issues regarding the demo-version and the full gumroad version, please let me know if you found a fix!
Regards,
A sad Packer
models with that amount of shells normally give better or same results than ipackthat.