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.
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…
Also, on the Windows 8 machine that iPackThat works, any file I save is tripled. I thought iPackThat was doing some sort of internal tripling for the packing and the saved object would not be tripled. Am I wrong or is it a bug?
Perhaps thought of a future feature that could really bolster this? How about an option to tell IPackThat to automatically scale up groups to fill up UV space - Allow the person to set "Scale-Up priority" for each group. The lower the priority number (1 is priority maximum, 0 is switched off) For example let's say I have 8…
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…
Yep, set your margin size to half of what you want to be between the uv islands as this adds the margin value to every uv island. So if you want 8 pixels then set it to 4. You can visualize this with the display options in the upper left.
* 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…
Regarding triangulated meshes and smoothing group problems with IPackThat. I did some tests with different fbx settings and a mesh with weird smoothing groups to check if there is something wrong with the fbx sdk implementation. So far i could not see any problems with the tool integration. The problem can be a problem…