Hi all! I'm facing the following issue: I have 3d models with multiple material IDs, each with its own texture: In order to increase efficiency and reduce the number of draw calls , I want to unify all of those into a single UV atlas, like so: However, as you can see, it repeats the same textures over and over across the…
Wow, guys can't thank you enough for putting so much care in the answers. @poopipe I couldn't make it work with several geometries as in the example. I'm using Unwrap - Edit Uvs Mapping -Flatten - material ID checked Instead of overlapping the textures with the same material ID, they are still split into different shells:…
assign the same unwrap UV to all of the objects, use the material ID filter dropdown (bottom of UV editor window), select all the filtered faces and pack based on your selection i think to do it as part of an auto unwrap you'd have to script it
@poopipe thanks for the follow up. Let me break it down your solution to see if I really understood it: You detach you mesh by material ID and unwrap each object individually, then combine then e pack the final mesh into a single UV atlas? @"Eric Chadwick" Thanks for sharing your method. Could you explain a little bit more…
I asked chat GPT to make me script using same idea. Packing matID as UDIMs pattern 4x4 first then normalize for selected objects . Took it seconds and it understand the idea quicker than a typical programmer adding extra helpful features I have not even thought about like working with 12 materials and doing 4x3 pattern .…
i attached a quick Blenders geometry node example that packs all same mat ID UV islands in sort of automated style as rows. it uses material id index to shift UV in U direction each in 1 . So each UV islands having mat ID 1 shifts to 1 , islands with matID2 shifts to 2 etc. They all scales back to 0-1 in the end . I have 4…