Does anyone know of a decent open-source UV packing add-on for Blender? I've found an excellent proprietary one, but I'd prefer libre solutions :)
#Blender3D #b3d #UV #uvunwrap #3d
@unfa I only know of Magic UV, which comes bundled within Blender. By the way, there isn't proprietary add-ons for Blender. As far as I know, they all must be GPL-licensed, because they use Blender's code and inherit the license. So, if you buy an add-n, you have the right to view and modify the source.
(I know that technically, there can be proprietary add-ons for Blender, but they can't use any of Blender's code, so nobody does it).
@andycuccaro Ah, ok. I saw a commercial add-on, so maybe that's a difference.
@unfa yes, there are many commercial add-ons available. But they are all (or almost all) open source.
@unfa
I really don't think there is. It's definitely planned in Blender core dev but it's one of those things we'll have to wait or pay for. There's always the human brain though, it's pretty good at packing things tightly for some reason.
@ChameleonScales Yeah, but when a model is gonna have hundreds of UV islands it'd be neat to automate that. Well, I'm gonna do it manually I guess :D
@unfa If you have hundreds of them, maybe you can try running a physics simulation?
I haven't tried it but theoretically, shrinking and shaking a box should pack things pretty tightly.
@ChameleonScales That's an interesting idea but I don't know how I could do that. The UV islands are not concertable to extruded shapes that can be messed with in a rigid body simulation. Someone would have to program that - but there's other problems with such approach - it would not automatically fill the available texture space, you'd need a way to scale everything up slowly to the point where it does fill the space. But changing the scale of rigid body objects causes glitches.
@[email protected] I don't find a translation to "concertable" in my language (French) so I'm not clear about your first phrase.
Also my idea is not to grow the objects but rather shrink (and shake) the box. To be more precise the box would be thin in depth to make sure the objects don't fall behind each other and the extrusion would be thin enough to ensure the smallest objects don't rotate in an undesired direction.
Of course a 2D physics simulation would be much more optimal. Maybe there's an app for it?