Uvscaler 9000
Inspecting no longer changes anything. Turning on Live Edit Mode used to
rescale every selected mesh's UVs. Open a finished asset just to read its
density and it stays exactly as it was — only Pack writes UVs now.
The sheet actually gets filled. Once the High-painted shells reach Target
TD, the unpainted ones grow into the leftover tile (capped at Target TD, so
painted shells are never contradicted). If the layout does not fit, the
unpainted shells give way first instead of everything shrinking together —
which is what used to pull High off the density you asked for.
UVPackmaster works on multi-mesh selections. It was silently falling back
to Blender's packer whenever more than one mesh was selected. The real fault
was overflow, not multi-object packing: given more islands than fit,
UVPackmaster spills them into neighbouring tiles, and every pack is now
checked for that and repacked with Blender when it happens.
Stacked shells survive packing. Mirrored shells sharing tile space were
being pulled apart when the paint gradient rated them fractionally
differently. Shells that sit on the same UV space now share one scale.
Statistics. Coverage and wasted space for the last pack, at the bottom of
the panel. Shown only for the meshes that were packed, and only while their
UVs are unchanged.
Painting.
[
and ]
resize the brush mid-stroke, the default brush is
smaller, and the High / Medium / Low buttons carry the colour the shell turns.
Panel. Reorganised: named sections, settings under visible headings,
Occlusion promoted to its own step between Paint and Pack.
UV borders stay visible while painting. They shared a depth offset with the
checker and the paint tint, so the lines sat exactly level with the triangles
drawn over them and lost the coin toss — disappearing the moment a paint
overlay came on, which is when they are most useful. They now sit slightly
proud of it.
Find faces that have no UVs. The shortfall banner names the mesh; the new
Select Faces Without UVs button in Budget puts the actual faces in front of
you, selected in Edit Mode with face select on, ready to unwrap. A face with no
UV area occupies no texture at any density, so no setting in the addon can help
it — this is the only fix.
Seams are easier to read. They were drawn thick, opaque, and in almost
exactly Blender's selected-object orange, so a densely-cut asset looked like one
big highlight. They are now a thinner, slightly transparent teal, distinct from
the selection colour and from all three paint colours, and they sit closer to the
surface so they stop peeking around the silhouette of thin parts.
UV borders draw every seam. An edge was treated as a border only when its
two faces sat in different islands. A tube unwrapped as a single island has its
seam shared by two faces of that same island — connected the long way round —
so the test called it interior and drew nothing, losing the seam of every
cylindrical shell. Borders now follow the UVs: an edge is a seam when its two
faces disagree about the UV coordinates there. Measured on a real mesh, 3443
border edges before and 3825 after.
Painting is click-and-drag, one shell at a time. The brush circle is gone.
Click a shell to paint it, hold and drag to keep painting shells as the cursor
passes over them.
The circle tested whether a face CENTRE fell inside it — a 2D test with no
notion of depth — so it caught faces on the far side of whatever you were
looking at, and because touching any part of a shell fills all of it, shells
you could not see got painted. Picking now uses the cursor ray, which returns
the first surface it meets, so you paint exactly what is visible at that pixel.
Gone with it: the Brush Size setting and the
[
/ ]
resize keys, which
described a circle that no longer exists.
Fixed: a false "Min TD not reached" warning. An island whose UVs are
collapsed has no UV area, so its density reads 0 — unmeasurable, not starved.
The check that ignores those islands was applied to one of the two warnings and
not the other, so a single collapsed island bannered "lowest shell is 0 px/cm
(0% of the 20 you set)" over a perfectly good layout, advising a texture size
that could never fix it.
Faces with no UV area now get their own message instead, naming the mesh:
"38 face(s) on AK_body have no UV area — they cannot be textured at any
density." That is a mesh problem, not a packing one, and it was previously
either mis-reported or silent.
Your UVPackmaster panel no longer changes what this addon packs. Every
UVPackmaster setting a pack depends on is now forced for the duration and handed
straight back — including the pack mode itself, which previously followed
UVPackmaster's own dropdown. Verified by sabotaging 15 settings plus the tile
grid, the strategy and the mode: the packed result was byte-identical, and the
panel came back exactly as it was left.
Pack Search. UVPackmaster can pack the same islands repeatedly and keep the
tightest result. That is now exposed as Pack Search (seconds), off by
default. It converges fast — on a 93-island asset 1s bought 3.3% more island
area and 3s or 8s bought nothing more — so small values are the useful range.
Blender's packer is deterministic and has no equivalent, so the control is
greyed out when Blender is the engine.
A layout that doesn't fit now packs properly. Under Fixed Scale,
UVPackmaster answers "these islands don't fit" by placing as many as it can and
stranding the rest, which used to collapse the whole layout to a few percent of
the sheet. Overflow now switches UVPackmaster to Max Scale, which solves for
the single uniform factor that makes the set fit and packs at it. Measured on a
real asset at 1.6x over budget: 5.6% tile coverage before, 72.3% after. The
factor is uniform, so painted High/Medium/Low ratios survive untouched.
Fixed: packing could die with a Python traceback. If UVPackmaster's
Heuristic Search was enabled in its own panel with the search time left at 0,
packing raised "Non-interactive operation cannot run heuristic search
indefinitely" and stopped mid-operation. The addon now forces heuristic search
off for its own packs, and any other UVPackmaster failure falls back to
Blender's packer with a warning instead of aborting.
Overlay text is readable over the checker. Every on-screen readout now
draws on a translucent plate. A drop shadow alone could not survive the
checker pattern — a white glyph over a white square disappeared.
Occlusion Debug View is inverted. Shells pinned to Min TD are now WHITE
and everything else is black. You are marking geometry in that view, so the
mark should be what stands out. The hand-paint buttons follow: Paint White
pins a shell to Min TD, Paint Black leaves it alone.
Removed: the
P
shortcut for Pack.Discover more products like this
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