Is IPackThat better than the new Uv Layout in maya 2016 extension 2? 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
Is it correct that IPackThat uses only about 20-30% of a 8 core CPU? I put it on 16 threads and 8 threads and it seemed to make little difference in CPU utilization.
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?
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.
I supposed that the Greenish color and Blue means if the UVshell are pointing inwards or outwards isn't it ? What is the good setup All Blue or All Green (for preserving same orientation for "text" in 3D) Also i notice on my 16 Thread Xeon Setup (2 x 4Cores Xeon 5520), that at this time the program crunch 8 to 29 % of the…
here a new update * fixed intersection test bug (bounds where not using the right epsilon, thanks to LeanderCorp ) * added progress bar as background of the status bar (many asked for it :D ) * status bar now shows more datas* after what solution the better one was found * the time when the last solution was found (total…
Something interesting that I've found. I'm currently packing a model. 1. I hit pack, it gets to 18% wasted space. For the next 10 minutes it just sits around and isn't able to figure anything out. The packing begins to slow to a crawl. 2. I stop pack and pack again, it gets to 16% wasted space. Once again, for the next 10…
* this is normal, i split into different tasks depending on complexity and amount. you can't split up anything in as many tasks as possible. this will slow down the process drasticlly. to start and set up a task takes time.* on some operations i split up the contour operations in different tasks, but only in chunks of…
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…
Hey, this looks really cool. I haven't had time to try it out but want to make some time to do so soon. I'm curious about a couple things (sorry if these have been answered already, I haven't read the whole thread): 1. I typically don't want my islands rotated at random degrees, this is really important for mechanical hard…