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UV Packer IPackThat

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  • Phoenix995
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    Phoenix995 polycounter
    i cant wait for the release :)
  • Pedro Amorim
    i will buy this right now if you make it available :D
  • Quack!
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    Quack! polycounter lvl 17
    I am so glad you got greenlit! Day 1 purchase for me and I will talk with the powers that be to get as many seats as needed at work.
  • Kbrom12
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    Kbrom12 polycounter lvl 14
    I can't wait to give you money
  • [PB]Snoelk
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    [PB]Snoelk polycounter lvl 7
    hope the german authority doen not take THAT long.
    i still continue to update the current version.
    right now im nearly finished with implementing an update mechanism. with this you can check and update the tool inside the tool.

    the last days i added some new features and fixed some bugs
    • added context menues for selected clusters (works inside cluster browser and main window)
      • do selections (invert, all etc.)
      • change colors (group, unique, rest)
      • change properties( canrotate, isrectangle etc.)
      • groups ( create, move , clear)
      • apply current settings
    • add save comparsion image ( see examples below )
    • improved import (some performace tweaks)
    • fixed some import errors when polys are found without uvs)
    • fixed selection crashes ( WPF binding magic)
    • fixed threading crashes
    • started with Professional version
      • added optional commandline argument (xml file)
        • parameters can change nogui, maxruncount, desiredusedarea, write comparsion image and alot more
      • add xml setting file per mesh ( override global values)
        • can alter resolution, aspect height, maxruncount etc.
      • added batch operation to process and pack mutliple meshes
    im not sitting around and waiting for a better day ^^


    here are some examples of the new comparsion image the tool can write (click to enlarge)
    Example 4 is a multi mesh file. it was loaded and alligned to grid and then repacked to one uv

    PromoExample_1_Small.jpg

    PromoExample_2_Small.jpg

    PromoExample_3_Small.jpg

    PromoExample_4_Small.jpg

    PromoExample_5_Small.jpg

    PromoExample_6_Small.jpg
  • Phoenix995
  • SeveredScion
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    SeveredScion polycounter lvl 12
    Based on descriptions and comments, this looks like a badass tool. Will check it out when I get the chance. Thanks for the hard work and frequent updates!
  • Stromberg90
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    Stromberg90 polycounter lvl 11
    Here is some comparison shots from me.
    IVInRm7.png
    8QhD6T0.png
    4kWhsmK.png
    gxLsyGp.png
  • WarrenM
    That last one is sex.
  • [PB]Snoelk
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    [PB]Snoelk polycounter lvl 7
    Nice, indeed the list one is cool. Warrens idea with those comparison images is pure gold :)
  • Stromberg90
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    Stromberg90 polycounter lvl 11
    :)
    I should let the last one run longer, had to shut down my computer.
    *also smaller images next time
  • WarrenM
  • Phoenix995
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    Phoenix995 polycounter
    it looks just awesome :) very cool examples
  • leslievdb
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    leslievdb polycounter lvl 15
    keep it up man! looking good
  • Farfarer
    Gimme* :D



    *In exchange for appropriate sums of currency, of course.
  • Hazardous
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    Hazardous polycounter lvl 17
    I apologise if this has already been answered somewhere in here, but will there be some control over the rotation of the pieces, ie if there is a way to keep as many pieces vertical as possible, ie not rotated and still packed as tightly as possible?
  • killnpc
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    killnpc polycounter
    nice work! to those involved. the industry's solutions for uv tools have been scattered for years which is why it's been such a hurdle for many artists.
  • WarrenM
    Haz - Yes, you can lock orientation on specific islands. You can also group islands so they stay close together.
  • [PB]Snoelk
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    [PB]Snoelk polycounter lvl 7
    newest features for the upcoming release (finished and tested with internal testing crew)

    • update inside the tool
      • tool will check for a newer version, will ask for close and update if newer is found. on completion it will restart the tool
    • no more prompt when creating a new file
    • Window will be resized to 95% the Primary screen size if window is not fitting inside
    • Autoload Obj on Startup
      • tool will create a directory named StartUpDefault in the IPackThat directory. If obj files are located there, it will load the first one found on startup
  • Lamont
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    Lamont polycounter lvl 15
    Please provide a list of commands we can issue to the app for tool makers (like automating exports from Maya/Max).
  • Phoenix995
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    Phoenix995 polycounter
    Will there still be a free version in which we can test the finised version without saving, or will there just be the buy version?
  • [PB]Snoelk
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    [PB]Snoelk polycounter lvl 7
    Lamont wrote: »
    Please provide a list of commands we can issue to the app for tool makers (like automating exports from Maya/Max).
    • i will create a small document for those xml files and their properties shortly and share the link

    Phoenix995 wrote: »
    Will there still be a free version in which we can test the finised version without saving, or will there just be the buy version?
    • will build a new demo version when the tool is ready to ship. so you all can see and test the new features except saving ^^
  • [PB]Snoelk
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    [PB]Snoelk polycounter lvl 7
    Short update.
    • Still waiting for German authority
    • User can now save global settings (will be loaded and use each time a file is loaded)
    • User can save current mesh settings ( will be used if this file is loaded)
    • Update mechanism finished. Checks for update on startup and ask to update. Tool will restart when finished
    • Added button to see the changelog of the updates.
    • Fixed some crashes
    • Nearly finished steam implementation. Using web API to validate ownership. That way you don't have the steam client running or installed. You need to enter the username and pass if course ^^
    • cluster browser can now be toggled on or off via button

    Cheers
  • coresplendor
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    coresplendor polycounter lvl 4
    Awesome tool! Can't wait to test it!
  • Smoluck
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    Smoluck polycounter lvl 7
    good update great work .. we are waiting for Christmas now !
  • Froyok
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    Froyok greentooth
    [PB]Snoelk wrote: »
    • i will create a small document for those xml files and their properties shortly and share the link

    Looking forward to this then ! :)
    I would love to integrate the tool in my workflow and my maya scripts.
  • Stromberg90
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    Stromberg90 polycounter lvl 11
    Me and Mario did a test for lightmaps so to say, he packed it on a server for me.
    It has just above 5200 uv islands.
    0hnL5z9.jpg
    JVfhSXp.jpg
  • Noren
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    Noren polycounter lvl 19
    Well, I'd go so far as to claim that's a superhuman unwrap.
  • Harbinger
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    Harbinger polycounter lvl 8
    That is absolutely bonkers. I have my money waiting as soon as you jump through all the legal hoops :)
  • JedTheKrampus
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    JedTheKrampus polycounter lvl 8
    Radical! Does the margin take texture compression into account?
  • amisima
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    amisima polycounter lvl 6
    Hello. First - Brilliant tool!
    I have a questions about margins too.
    In 'UVLayout' (for example) 8 pixel setting == 16 pixels between the shell edges - 8 per shell ( no intersecting shell bleeds)
    Here 8 pixel margin == 4 pixels for bleeding per shell
    Which one is technically correct ?
    Thank you.
  • LaurentiuN
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    LaurentiuN polycounter
    That is just crazy, best buy ever!
  • [PB]Snoelk
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    [PB]Snoelk polycounter lvl 7
    Radical! Does the margin take texture compression into account?
    • if you are referencing to the special pixel treatment for unreal lightmaps (edge pixels need to be on pixels with power of 2) it doesn't. to be sure that you dont get bleedings you need to make the margins a bit larger hten usual.
    amisima wrote: »
    Hello. First - Brilliant tool!
    I have a questions about margins too.
    In 'UVLayout' (for example) 8 pixel setting == 16 pixels between the shell edges - 8 per shell ( no intersecting shell bleeds)
    Here 8 pixel margin == 4 pixels for bleeding per shell
    Which one is technically correct ?
    Thank you.
    • they both are right ^^. its just a matter of the perspective. when i implemented the margins i set them to the wanted size between each shell. but the other way is valid also. i could easily change the margin math so you insert the shell margin around each shell ( 4 pixels each shell means 8 pixels total).


    one of my testers found some nasty memory leaks the last days. currently try to solve it. very ugly bug thats involing bindings and wpf ( thanks microsoft *G* )
    the leak only occurs inside the running app when you load another file. hope i can solve this fast.
    I did the first test with mergin prepacked clusters. selected clusters can be merged and use at is and will be packed as one cluster in the final solution. still some problems with hole detection but im on it ^^
    about the german authority, still nothing from them. the stuff need to go up from the lawyer up to the court *sigh*
  • aphexx
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    aphexx polycounter lvl 12
    mario should register uvporn.com to post some hot coordinate pron
  • Thousand
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    Thousand polycounter lvl 9
    Noren wrote: »
    Well, I'd go so far as to claim that's a superhuman unwrap.

    Well, I´d second that :)
  • Quack!
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    Quack! polycounter lvl 17
    Depending on which you go with, the title of "Margin Per Island" leaves little room for confusion, so that way makes most sense to my brain.

    That function confused me also.
  • jgreasley
    Have you considered UDIM or multi-patch layouts? Apologies if I missed it.
  • Lamont
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    Lamont polycounter lvl 15
    Me and Mario did a test for lightmaps so to say, he packed it on a server for me.
    It has just above 5200 uv islands.
    http://i.imgur.com/0hnL5z9.jpg
    http://i.imgur.com/JVfhSXp.jpg

    tumblr_inline_n2tbweki061r9b28i.gif
  • [PB]Snoelk
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    [PB]Snoelk polycounter lvl 7
    Work update
    • Fixed a precision bug with low margins and low resolution. This was producing overlapping bugs
    • Minimum margin is now 1 ( to avoid low extreme precision bug )
    • Minimum resolution is now 256 ( to avoid low extreme precision bug )
    • fixed undo on numerical up down controls
    • max undo levels on text input fields are set to one
    • clusters can be merged now ( will be used as is and used as one cluster)
    • entire cluster settings are stored vie mesh config as well.
      • Can be assigned via context menu.
      • Recovers all cluster properties and also merged clusters.
      • Only works if the obj file has not changed since the mesh config was written.
    • change log of updates can be viewed inside the tool
    • tool checks for updates on start and ask to update. Will restart tool when finished.
    • optimized code and did some minor fixes.
    • internal packing methods now make us of parallel operations ( better usage of available cores )
    • fixed refresh of margin preview when transforming clusters manually or enable the margin preview

    Started finally today with the fbx sdk. Was able to load a obj file via fbx importer and could access the mesh. Didn't traversed through the mesh layers yet ^^ but it's good start.

    Cheers
  • Phoenix995
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    Phoenix995 polycounter
    Sounds great!
    Are there any news on a release date yet? :-)
  • almighty_gir
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    almighty_gir ngon master
    I was using this whenever i needed it, up until recently when i noticed i could no longer save out the results... is there any way i can pre-order and regain the ability to save? It's extremely frustrating not being able to use this anymore.
  • rascal
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    rascal polycounter lvl 7
    We need this software pronto ! :(

    It's about time that manual unwrapping time can be cut in half or completely eliminated !
  • ZacD
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    ZacD ngon master
    This software just does packing, no unwrapping.
  • malcolm
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    malcolm polycount sponsor
    Hey just tried downloading this software, it just says loading forever when I try to load my .obj file. This could be because my .obj is quite high poly, but just wanted to let you know this tool does not work for me.
  • tach
    It might have been asked before but is it intentional that IPackThat resets the imported UVs regardless of the % of wasted area at the start?

    I mean, for example if the imported UVs have a wasted area of say 18%, then the program ignores that and starts packing things again at less optimized % instead of respecting the imported one it until it founds a more optimized %.

    Just mentioning this since currently I was checking the demo and the program is still packing at a less optimized % than originally imported after 20 minutes.
  • aphexx
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    aphexx polycounter lvl 12
    @ tach
    i believe you want to see ipackthat do something, even if the packed% is less optimized than your imported mesh. in this case you'd stay with your original mesh anyway.
    otherwise it might look like a bug, when the programm packs for ages and actually won't produce any changed % values than your imported one.
  • tach
    Indeed. It just seemed a little impractical since unless you specifically write down the initial % then there's no prompt or anything saying that the end result is less optimized or comparing it to the initial %.
  • [PB]Snoelk
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    [PB]Snoelk polycounter lvl 7
    I was using this whenever i needed it, up until recently when i noticed i could no longer save out the results... is there any way i can pre-order and regain the ability to save? It's extremely frustrating not being able to use this anymore.
    • the demo never was able to save. we do as fast as possible. right now we are waiting for german authority
    Phoenix995 wrote: »
    Sounds great!
    Are there any news on a release date yet? :-)
    • same. german authority....
    jgreasley wrote: »
    Have you considered UDIM or multi-patch layouts? Apologies if I missed it.
    • never heard of this before. whats that?
    tach wrote: »
    It might have been asked before but is it intentional that IPackThat resets the imported UVs regardless of the % of wasted area at the start?

    I mean, for example if the imported UVs have a wasted area of say 18%, then the program ignores that and starts packing things again at less optimized % instead of respecting the imported one it until it founds a more optimized %.

    Just mentioning this since currently I was checking the demo and the program is still packing at a less optimized % than originally imported after 20 minutes.
    • the packer works different than normal packers. i have to restart and do a shape shape test for every single shell. thats why i cant reuse an existing on. where do is start? topleft to downright or down to up?
    • if you import an allready very optimized uv pack and the tool cant find a better one, then its better to stay with the original version. the tool is not the holy grail thats always will do the best packing possible. its something to prevent manual packing in the first way. can you post an image of the original version? sometimes the imported version did not respect the margin correctly and the values for used area without margin are totaly off. if the margins are treated correctly the values will be true.
    malcolm wrote: »
    Hey just tried downloading this software, it just says loading forever when I try to load my .obj file. This could be because my .obj is quite high poly, but just wanted to let you know this tool does not work for me.
    • there was a bug until recently with not initialzed uvs within the mesh. if the mesh contains polygons without uv, the demo produces errors on import. in the currently internal beta version this bug has been fixed.


    additional progress update

    • clusterbrowser visibility is now used and writen with the global default configs
    • additional packing improvement ( somewhat around 25% to 40% faster, depending of you amaount of cores)


    currently integrating fbx to the tool. right now im only able to see one uv channel (can switch to different ones per code so far *g*) but its a good start.
    need to change the scene handling but the basics are in now. the fbx sdk i used is the latest 2015.1 sdk version.
    Our CEO is trying to push things with the german authority to get all legal stuff finished. but he has to be carefull not to push to much ^^


    cheers
  • Farfarer
    UDIM is basically one texture per UV tile. So you can unwrap a model to multiple UV tiles and each one gets an image applied to it.

    I believe it runs 10 tiles across in U, and then extremely far up in V.

    http://bneall.blogspot.co.uk/p/udim-guide.html
  • tach
    [PB]Snoelk wrote: »
    [*]if you import an allready very optimized uv pack and the tool cant find a better one, then its better to stay with the original version. the tool is not the holy grail thats always will do the best packing possible. its something to prevent manual packing in the first way. can you post an image of the original version? sometimes the imported version did not respect the margin correctly and the values for used area without margin are totaly off. if the margins are treated correctly the values will be true.

    I unserstand. Simply wanted to know if the reset was intentional. And I'll download the newest version later and send you some images via pm then (nda stuff).

    It's also worth mentioning that I was testing things on an organic model. Hence why I think it struggles a little with optimization. This tool is probably most awesome for hard surface stuff where uvs tend to be more squared.
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