UV Atlas Pack MODIFIER
Even if you've BOUGHT Bake Wrangler, baking is currently a slow process in Blender.
When you need to edit your meshes, sometimes you don't need the perfect UVs, you need to get things done quickly, particularly while doing pre-production R&D and iteration. So you have to keep clicking the lightmap uvs between edits sometimes.
By incorporating modifiers on bake meshes, it is possible remove hours of manual work from each routine. We can can bevel that mesh, mirror it, remesh it, fix the normals, and triangulate all using the modifier stack. There's already so much we can do to make basemesh work procedural. If you want a cage mesh, you create a very subtle displacement on the mesh, very useful.
But UV work is limited to very involved means, and not every use-case will allow a modifier stack of efficient use which has functional UV sets. For instance; using the mirror modifier only gives you so much control over maintaining UVs. If you pack on each edit, you still need to move the uvs around to ensure the Mirror modifier doesn't overlap or extend the bounds of the UV.
Let's at least have a LIGHTPACK modifier that we can have at the end of a heavily modified mesh so can put Blender one step forward in it's real-time capabilities.
1 Comment
UV modifiers for Blender is really an underrated request it seems