let me finish the basics of the tool first and get it out *g* the core itself is already some sort of sdk. but they is no wrapper around it. that are plans for the future edge padding = margin = padding = nudge or whatever other names they are out there. already taken into account ^^ there is also a border margin for the…
* interesting feature. will add that to my backlog. need to think about it. nothing easy to add *g* can someone send me a mesh regarding those cylindrical welds? trying to reproduce it with some cylinders and shell modifiers but i cant get it welding, to see where this is happening. the thickness of my cylinder is ver very…
short notice to keep you updated on what im working now (no update yet) * adding mouse selection box (drag drop) * ignore processing (nothing is done with clusters, colored violet) * adding cluster groups (each group greater 0 is packed in seperate step) * fixing cluster property option handling (if checkbox is…
uploaded new beta branch directx11 on steam. there are still some bugs left with zoom to mouse and missing visualisations of certain elements. those one will be adressed the next days. when im finished with this implementation i will fix the last serious bugs on the backlog (also the one rotation bug that is mentiond by…
finaly here is the update * fixed obj asci layout with negative index values * fixed layered polygon detection * handling uv verts with x > 1 (moved to 0 - 1 space) * fixed bug with aborting compression (could not stop sometimes) * fixed polygon color filling (sideeffect of layerd polygons bug) * reduced contour slope…
hello folks, still working on implementing the core in c++. its a heavy task. i have to redesign the core pipeline and core classes so i can use them with c++ amp or intrinsics or direct gpu compute shader approach. all those things takes more time than simple c# *g* but it will run ALOT faster then. sorry for all the…
thanks :) the intension was not to compete with uvheadus. this tool is doing a lot of stuff for unwrapping. never intended to rebuild a clone his work. the only thing this tool should do is pack uv the best way possible. this problem driving me crazy since years. had learn programming the last 2 years and now i could…
* 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. * they both are right ^^. its just a matter of the perspective. when i implemented the…
hello folks, plenty of work lately so sorry for the late response. Gumroad Discussed that with my CEO after he checked and read all the details. I got a go about it. Will start to add the tool there too now (have to check the server side stuff and other details) Overlap Errors ZacD got me an idea whats going on after he…
Hello folks, sorry that you did not hear from me lately. Currently i try to rewrite the tool in c++ with native support of SIMD and other nice features i can do now with c++ ( AMP++ with GPU and CPU ). This is a heavy task but will increase the performance drasticly. Since i still got problems with testing the gumroad…