For the texture to be seamless you would want the UV shell to take up the entire texture space. It seems like your desired texel density is at a different scale than you would need to make this possible.
As you need quite some UI space I think the only choice you have right now is to add it to sidebar? I think you dont even need your own tab, uv sidebar is still pretty plain. You could probably also split off some of the operators into a pie menu or even multiple pie menus? As far as I know - baking is still under…
@renderhjs During lunch at work I had a go at the feature requested by @Ruka, switching the checker maps :) Let me know if you want me to open a PR for it, I can send you my BitBucket details through a PM.
You have to play with the cage extrusion / ray distance variables, especially with the later. This is as complex as baking directly in Blender as the addon is only making the process more straightforward, but there is a limit from where you have to tweak some values for your own interest.
Hi @renderhjs , spent more time with the tool and still liking it a lot, but I have a question about Rectify. I gather from what you said in this thread that particular component is not something you coded, but do you have any idea why it creates islands that differ in size and x-y ratio if you unwrap two identical pieces…
@musashidan Textools should show you where to get the right build to enable Bevel Shader bakes. It's a 2.79 build from master, not 2.8, which is still super early and unstable!Just check the text under Textools in the addon panel of the User Preferences, it tells you where to look for the right version.