I'm looking for a good alternative to 3ds Max Unwrap UVW modifier Flatten Mapping option, for purposes of producing UV2 layouts I can use for lightmapping. Unfortunately, authoring them manually is out of the question on the project I'm currently working on due to sheer volume of content I have to go through.
Flatten Mapping seems to deal poorly with hardsurface shapes I'm throwing at it, producing huge number of seams in undesirable areas and at times breaking 20-sided cylinders into more than a dozen of islands.
Are there any plugins, alternative workflows I'm not aware of (for example, maybe there is a way to make flatten mapping auto-seams attracted to smoothing group borders) or standalone software I can use to get a better non-overlapping auto-unwrap for lightmapping?
P.S.: To provide an example of geometry I'm auto-unwrapping, here are some screenshots:
Replies
UVLayout from Headus is a lot better at packing UVs than Max, but it's not free. However many people love it for unwrapping. Worth a look.
Sorry for the late reply: I do own UVLayout, can you elaborate on the automated workflow it enables? I have always used it for manual unwrapping of delicate hardsurface and organic objects (fancy manual pelts and all that), but I'm not aware of any way to generate full layouts there automatically.
What software do you need the lightmaps to work in? I've been doing some modeling and scenes for Unity, and found a great screen-space ambient occlusion tool which doesn't require lightmap UVs at all.
If you are using Unity, and you need lightmapping, you could use auto-lightmap-UVs on import, then use the built-in lightmapper. It's scriptable too. IIRC Unreal has something similar.
https://www.assetstore.unity3d.com/en/#!/content/22369
With it, I've produced very nice high-quality realtime AO in Unity. Very configurable.
Yeah, I'm using Unity. Unfortunately, screen space AO is not an option for me.
Some of my apps have to run on mobile, and screen space effects, especially relatively heavy ones like SSAO, are completely out of the question for most mobile GPUs.
And in PC-targeted projects where I don't have any issues with hardware performance, SSAO still isn't fit to be used as anything but a subtle complimentary effect for a few reasons:
Here is a basic comparison, SSAO above, baked AO below.
As I have to light scenes like those, with ambient occlusion/GI across hundreds of meters required, I can't rely on screen space effects:
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Unfortunately, I can't rely on the Enlighten lightmapping system integrated into Unity 5 either - it's results, just like it's predecessor from Unity 4, Beast, are tightly integrated into the level system and can't be reused across multiple levels. I need lightmaps to be standalone per-object maps I can attach to custom shaders just like any other map.
Which is a shame because UV2 generation in Beast and Enlighten is slightly better than 3ds Flatten mapping - it actively welds islands into huge continuous chunks, working especially well with stuff like curved pipes where 3ds just throws hundreds of islands all over the layout.
The only workaround I have found so far is this:
As you can imagine, it's a very slow and awkward workflow that scales really poorly for production, so I'd prefer to find a way to generate decent layouts in 3ds, right when I handle the assets there before sending them over to Unity. Boxy stuff with hard edges is handled by Flatten mapping in an acceptable way, but not everything is boxy. Consider this worst case scenario and you'll see why I'd love to know some alternatives to Unwrap UVW Flatten mapping:
It's fairly obvious why 3ds Flatten mapping results are so bad - as you crank up the angle to huge values like 120, you start seeing that Unwrap UVW modifier is not performing any flattening/relaxing at all, just slicing the mesh into chunks with set tolerances and planar mapping those chunks from average normal. Beast/Enlighten, of course, do flattening/relaxing, so they can get those pipes textured with just a few huge and noodly islands. I find it hard to believe no comparable tool exists for 3ds.
But the question of the thread is whether there exists an automated way to get the layouts. Manual unwrapping works for one or two or a dozen of meshes, but I have projects with e.g. 200 architectural models, and it's impossible to do UV2 manually in cases like those within a reasonable time.
It seems like you need a batch lightmapping tool.
This is the first time I'm hearing that IPackThat has batch capabilities, it's not mentioned in the feature list. You're saying it's possible to run it through import-packing-export-exit from start to finish using a command line? Specifically, I guess you're referring to using Maxscript External Commands, specifically a DOSCommand or ShellLaunch pointing to e.g. a .bat file with arguments for IPackThat?
Edit: Oh wow, I have just discovered that UVLayout has the plugin interface! That might very well be the way to go, as I already own UVL.
http://gst.piranha-bytes.com/IPackThat_BatchFile.pdf