UV modifier; Offset overlapping UVS
Each time you bake to an object with repeating UVs, you have to offset the overlaying UVs. Otherwise you get z-fighting and clipped artefacts in the bake because Blender doesn't know which face you'd prefer to use to bake.
So my idea is to create a modifier that simply detects any overlapping vertices, where their boundaries are, using the same algorithm that detects and displays overlapping UVs in the editor, but ignoring slight overlaps by cutting along boundaries where the distance of boundary verts line up. Having selected those UVS, it then offsets that selection exactly one UV space away, and this could save people baking uv maps a lot of time, because they wouldn't have to do all that manually between tweaking the UVs.
I think this kind of thing can be paired with other features that I might suggest. IE support for instances of the mesh that also displace in order to form a cage to visually and non-destructively reduce margin of error in baking.
-S
2 Comments
doesnt textools do so with "overplap" function?
* @impacman * I'll have to check that out! Also I had an idea of combining this functionality with an optional displacement setting for creating a cage instance that could be used as a bake cage visualizer like in marmoset.