Add a more 'logical' way of placing a texture on 3D models . . .
I've been thinking for some time, I'd like a new unwrap feature, sort-of where each quad can get a set number of pixels, for instance 16x16, or 32x32 . . This would guarantee an even flow of pixels across an all quad mesh . . It would not work for tris, unless one did some not sure 2D voodoo :(( . .
The idea is, a new texture format, and unwrap work-flow . . . Instead of unwrapping the model, one simply says, I want 16x16 pixels, in each quad . . And, one can set some places, to have more pixels, that'd work well, so if a model is 16x16, one can set maybe eye-brows, or head to be 32x32 pixels . . This allows 100 % custom placement, of resolution . . . Then, after making a texture where this is laid out, by some algorhitm, the UV's are forced to fit set texture resolution, sort of like . . Sort of like lightmap pack, and one can see where there is stretching, so one can add seams, and create islands . . . And, perhaps sort-of a Smart UV project, that does some of work and, perhaps places seams near sort-of projections, loop-cuts, etc . . .
I'd like to have pixel almost perfect control over where pixels are placed, in quads, then only an option, to select some faces, and maybe set to 32x32, or 64x64, then packing the pixels in a texture, in some optimized way, with minimum islands, also an option to set pixel bleed . . . Then, when one has found how many pixels are genereated from a mesh, the algorhithm automatically creates a smallest possible texture size, or nearest to each 512 step, so closest texture, that has the resolution, so if optimal size is 2720x2720, then it makes 3072x3072 . . . It's just another way of unwrapping, that's bit more for nerds or, coders . . . And, one can set an island size, and it places the islands in best possible way, for places with stretch, on just sets seams, until there's little, or no stretch, of final texture . . .
I'd really like that, to get those optimal 2D textures, for my models, and it'd be an alternative to UDIM, more for nerds . . . The final UV grid would basically be some square UV's, placed in surfaces with almost planar, or flat surface, and one wouldn't have to think about UV's ever, beyond unwrapping, to get a nice pixel flow, over any quad mesh <3 . . .
9 Comments
This highly reminds me of Disney's Ptex .
As they say themselves:
pluralsight.com/blog/film-games/understanding-ptex-is-it-the-future-of-texturing
But this kind of technology has some considerable drawbacks : Extremely resource-hungry, few supports across existing technology (meaning in addition to simply implement it, you also need to develop a lot of extra tools to make it usable within and outside Blender), poor human-readability. UDIM does a far better job overall.
I suggest you check this Blenderartists topic to get a little idea of Ptex's journey with Blender and industry overall :
blenderartists.org/t/what-happened-to-blenders-ptex-branch
Sertifkat
while this is nice, it probably falls under the loose anti-feature of "blender doesn't try to be smart". the artist should have full control. HOWEVER. this wouldn't be the hardest addon to make! it would be rather heavy, but you could simulate this with python by unwrapping every face separately and with very specific baking options.
Note that this absolutely requires a certain workflow for texturing, as humans definitely are not designed to parse this sort of information- so procedural or painted textures only.
basically, you'd need to develop both a new image type (one that has many small arrays of pixels, each linked to the face ID) and a way for it to be parsed. This could be the same size as a normal PNG, definitely. I can't imagine it would be as performant as a normal texture without a paradigm shift and a LOT of optimization though.
It'd also mean, you'd never have to try and hide seams, bec. the pixel-flow would always work, so it doesn't matter if the seams are auto - placed, one prob. wants to place some seams by hand and, let algorhithm do maybe last steps <3 Sort-of, the ' definitive ' unwrapping method, for a logical well thinker <3
Well, been looking for it for some time, sort-of improved lightmap unwrapping <3
So, you just hit a button, and it's all set up ideally, there's no pixel distortion over quad lines, or seams <3
The algorhithm would have to recognize, where there are loop-cuts, and give each one a separate island, with a cut, down somewhere . . .
Guess I'm asking for a better lightmap project unwrap, to set pixels-per-surface area, and get neat pixel - flow, of pixels, over a quad mesh, sort-of between normal UV stuff and, lightmap, so more 'complete' lightmap, possibly combined with UDIM, for that last bit, of control, optimize texture use . . . And, I think the auto-unwrap method for this, might be close to the ideal, ie. loop-cuts are the points, where seams are placed, or if not needed, the unwrap algorhithm doesn't use them, if there's no or, little stretch . . . . Thx !
Just been wanting this for a long time, to get that ' optimal ' UV unwrapping, for me, I'm a big geek lol . . .
I can't edit it, one might make it work with UDIM, so if one wanted to place certain islands in a different UDIM, one just sets it, maybe have a special preview ' mode ' where, one could see different colors, on areas with different pixel resolution, for well quad zones . . .
It'd take the bull - shit out of UV unwrapping, sort-of make it perhaps as logical as one can, and the pixel lines across entire model would be perfect, for an all quad mesh . . . It's prob. just something like improved light map unwrapping, so one can set some more settings, esp. nice if one could set a final ' base-line ' texel concentration, so if one wanted 1024x1024 pixels for a 1x1 m surface, it'd approximate that, not sure . . .
Tried editing first text, didn't work ?? <3
Add, one might set up if one wants closest 512 step texture, to place UV's to get optimal compression, of the unused areas, or use compression in .jpeg, or .png to get lowest size or, so . . . :O