ArchvizUV – Automatic Archviz UV Unwrapping

Fulford in Modeling


ArchvizUV

UV unwrapping for architectural visualization in Blender. ArchvizUV projects UVs from world positions so tiling textures keep their scale across walls, floors and ceilings. It routes each selected mesh to the projection that suits its shape, measures and matches texel density, marks seams on inside corners, and breaks up visible texture repetition. For Blender 4.0 and newer.

It is one Python file with no dependencies. In the add-on list it appears as UV: UV Utilities, and its sidebar tab is Archviz UV.

How it works

Select meshes, choose a projection, press Apply. In Auto mode each object is read once. A long, thin piece goes to Length-Aligned. An object with mostly off-axis faces goes to Smart Project. Everything else goes to World-Aligned. Or pick World-Aligned or Length-Aligned to apply one projection to the whole selection.

How Auto unwrap decides in Blender: long pieces to length-aligned, organic objects to smart project, boxy geometry to world-aligned

World-aligned UVs for walls, floors and ceilings

  • Floors and ceilings get a top-down projection: U is world X, V is world Y.
  • Walls get an upright projection: U runs along the wall, V is world Z. A wall that is not axis-aligned is not foreshortened.
  • Same texture, same scale, across objects. The coordinates are world positions, so tiling lines up between separate objects.
  • Scale sets the metres per UV unit. The default is 1.0, so 1 m is one UV unit.

Length-Aligned is for beams, planks, trim and columns. U runs along the piece's own length, found from the mesh's shape, so a member modelled at an angle still gets its grain along its length.

World-aligned UV projection for floors, ceilings and walls, and length-aligned projection for beams in Blender

ArchvizUV projection modes: Auto, World-Aligned, Length-Aligned and Smart Project, with what each is best for

Measure and match texel density

Measure reports the average px/m of the selection, and the range when objects differ. Normalize Texel Density rescales each object's UVs so one UV unit covers 1 m of its surface. Checker puts a UV grid on the selection so you can see scale and stretching, and restores your materials when you turn it off.

Measure and normalize texel density across Blender objects, with the UV grid checker

Break up repeating textures

Add UV Variation adds a small shader node group to the materials on the selected objects. Each instance gets its own random UV offset and rotation, so identical tiling textures stop looking cloned. It changes the material, not the UVs. Set it per object, or per Array or Mirror copy. Running it again updates the settings instead of stacking nodes.

Breaking texture tiling repetition in Blender with a random UV offset and rotation per instance

Seams on inside corners

Mark Auto Seams marks concave edges at or above an angle threshold (default 60 degrees), plus boundary edges. Convex edges are ignored, so seams sit on inside corners. Clear All Seams removes every seam on the selection. Seams are for Blender's own Unwrap. The add-on's own projections do not read them.

The controls

ArchvizUV projection and texel density controls with defaults: scale, wall floor split, elongation, organic, target px/m

ArchvizUV variation and seam controls with defaults: offset, rotation, vary by, tile size, angle threshold

What it covers, and what it does not

It is built for tiling materials on architectural surfaces. It does not pack islands, make UDIMs or fit UVs inside 0 to 1, so it is not a bake or game-asset tool.

What ArchvizUV covers: tiling walls and floors, beams, texel density, repetition, seams. Not covered: packing, UDIM, bake layouts

Honest limits

Things worth knowing before you buy, not after.

ArchvizUV known limits: applied once, replaces active UV map, modifiers not evaluated, shared meshes, edit mode, pitched faces

Installation

  • Download UVUtilities-X.XX.X.zip. Do not unzip it.
  • In Blender, open Edit > Preferences > Add-ons > Install… (Install from Disk in newer versions), pick the zip, and enable UV: UV Utilities.
  • In the 3D Viewport press N and open the Archviz UV tab.

Requires Blender 4.0 or newer. There is no licence key.

ArchvizUV, by Fulford


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Details
Published about 10 hours ago
Blender Version 5.0 - 5.2
Extension Type N/A
Render Engine Used Cycles, Eevee
License GPL