I use Headus UVlayout but I hate the following limitations: 1. UVlayout cannot handle more then 350k-450k polygon objects on import or while using the software it will run out of memory. I need a UV packer that can handle larger meshs and is 64 bit. Typically I build hard surface models between 4 million and 9 million…
@NickBack, have you used James O'Hare's script to push geometry to iPackThat? https://community.foundry.com/discuss/topic/112934 Folks still swear by Headus' UVLayout: https://www.uvlayout.com/
Yeah sorry per shell. Guess it would be something you check before sending it off to be packed (assuming this is the primary goal and not something like UVlayout where you can manipulate)
Dude, you're breaking the internet ! Taking all the good stuff from Headus plus feedback from people in the industry with actual pipelines ( oriented weather effects, ue4, snow etc ). This is going to kick some serious ass. Didn't have time to mess up with yet, but will do for sure. Would be cool to have a "shift+f" action…
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.
can you show me a picture of the uvlayout loaded inside or send to me ? nearly finished with updating the ui. an updated demo will be coming the next days. additional i plan to use Open Asset Import LIbrary. That way i can load plenty of fileformats (fbx, dae, obj, lwo, blender, milkshape etc. pp)
Mario, are you planning to add a pack wrap a-la UVLayout? http://www.uvlayout.com/doc/Example:_Pack_Wrap Personaly I found this feature helpful in certain cases. P.S. I've also bought your program and very happy with the results )) Wishing it worked faster (maybe OpenCL or Cuda?) but even current version gives very-very…
So I've been messing with it this morning. Here are some thoughts: One thing that I really miss in UVLayout is the ability to create selection groups out of clusters. The reason I'm always turned off from automatic solutions for packing is the lack of logic when it is packing the clusters. This of course is not anyone's…
iPackthat has A LOT of settings and you have to make sure you understand them all before you will get results you don't have to adjust very much. For example: When you import your mesh, you can choose to ignore the overlap check. If you do this, then it will pack overlapped islands individually. If you don't check this…