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Add UV Multiset (tiles) #584
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Can you remove amf plugin code here, that is already merged to master? Hmm we need a copy of the toolbar in the autouv window why isn't that there? It would be nice if the tiles where centered. Now they are (I'm guessing) starting at (0.0) in opengl space, Otherwise I like it. |
Sure. I didn't noticed I started it from another branch than master.
Maybe use an Information line on screen as made for Tweak/Sculpt tools?
Yes, I tried to keep it simple by just handle different coordinates and avoiding to change the original code too much. |
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It looks bad when only a quarter (upper right) of the window is used in default mode or when reseting camera, when using tiled mode. |
Resetting camera [R] doesn't work in AutoUV - it's applied to the main Geometry window instead (which can be annoying if we hit [R]). I think, if we just remap camera reset to frame existing islands (or tile owning them) it will look good enough to work. |
[A] without anything selected was what I used (was built in my finger memory). But yes reset camera [R] would be good if it worked. You should be able set a different viewing matrix right, this is just drawing code that need to set up the view matrix correctly. |
Hmm, now |
plugins_src/autouv/wpc_autouv.erl
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if (TxSetMode) -> | ||
Bin = << <<V:?F32,(?TILE_ROWS*1.0):?F32, V:?F32,0.0:?F32, (?TILE_ROWS*1.0):?F32,V:?F32, 0.0:?F32,V:?F32>> | ||
|| V <- lists:seq(0,?TILE_ROWS) >>; | ||
true -> | ||
Bin = << <<V:?F32,20.0:?F32, V:?F32,-20.0:?F32, 20.0:?F32,V:?F32, -20.0:?F32,V:?F32>> | ||
|| V <- lists:seq(-20,20) >> | ||
end, |
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indentation
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Remapping |
I used the same approach as for Tweak menu which the information line shows -> [Alt]+R: Tweak Menu |
Yes I understand that, it doesn't work anymore for me after your last commit. |
Perhaps you are attempting to activate a tile without a mesh (island) on it. Could that be the issue? |
The darkblue border was always on tile 1 or (0,0}. |
Hmm today it works.. |
No idea why it didn't work yesterday, or what I did.. |
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The option is available in Body selection mode by toggling the "Texture Set Mode" which will ask for the standard naming to be used (Wings3D, Zbrush, Mudbox or Mari). After that the editor layout will switch to a set of 25 tiles (5x5). The "Create Texture" option will be active over the selected tile which can be selected by holding the ALT key while clicking on the desired tile. The align operations were adjusted to act over the islands on their tiles.
…amount; - Supressed an extra call to wings_wm:this() in create_uv_state/5; - The textureset mode needs to be stored by window otherwise we get wrong background drawing for a second AutoUV window with a single texture; - Added option to handle the Reset camera command; - Forced the camera to start in reset position when AutoUV window is displayed allowing us to see the entire texture or textureset;
I pushed some indentation fixes. But I also got this when testing an old model that was already textured. I get this when switching to texture_set mode: [{e3d_vec,average,[[]],[{file,"e3d_vec.erl"},{line,233}]}, |
How old is that? I used UV mapped models from 2016 and 2019 and it was all OK. |
This branch add the option to work with multiples UV tiles in the AutoUV Editor window that is something useful when having complex meshes and when we need to use different texture densities for the object.
The Create Texture option will act over the selected tile and we choose the tile by holding the ALT key while clicking on the desired tile that contains any UV islands.
The Alignment, Scale Max and similar commands applied to the islands should be respecting the tile in which it is placed.
It's possible to disable the _Texture Set _mode by toggling this option off. In case we come back to activate it the materials may be reused. (that is a way to restart the texture set mode in case we decide to change the tile's arrangement).
The workflow should be like this:
There are three standards/patterns for UV Tiling, as far as I found and I included the Wings3D default suffix too (ref. Autodesk Maya doc).
Regards to the UDIM naming, although the tiles IDs are computed for the standard 10 columns, I'm going to show a grid for 5x5 tiles which seems more comfortable and easy to use in Wings3D.
NOTE: Added the option to work with multiples UV tiles in the AutoUV Editor window.