UVs get broken when the option "correct uvs" its used #31581

Closed
opened 2012-05-24 05:20:46 +02:00 by Nahuel Belich · 15 comments

Relates to: #31951

%%%As you can see in the attached picture, when the loop its slide or if a loop cut its done using the "Correct uvs" option, the vertex at the uv editor will be splitted, they move just a bit but its enough to generate some issues, with the selection and the subsurf modifier.

1- create a mesh
2- do a uv map , any one will work
(a grid and a unwrap its the simpliest)
3-select a loop at edit mesh
4- Use "Slide edge"
5- at the operator menu activate "correct uvs" ( at tool shelf or F6)
5B- create a new loop using "loop cut and slide" (Ctrl+R) if you ar using this remember to activate the option "correct uvs" under the "input" menu at the "User Preference" . Its Disable by default and the operator dosnt have redo so it needs to be active before cut.
6-check the uvs at the uv/image editor

you should find that the vertex slided and the neighbours were splited.

Tested on:

Windows 7

blender 2.63a official
and build from graphicall rev 46913
but this remain the same since 2.62 i cant remember exactly witch revision, probably after bmesh

Another thing I found this report, http://projects.blender.org/tracker/index.php?func=detail&aid=29771&group_id=9&atid=498 its near but its not the same thing

 %%%
**Relates to**: #31951 %%%As you can see in the attached picture, when the loop its slide or if a loop cut its done using the "Correct uvs" option, the vertex at the uv editor will be splitted, they move just a bit but its enough to generate some issues, with the selection and the subsurf modifier. 1- create a mesh 2- do a uv map , any one will work (a grid and a unwrap its the simpliest) 3-select a loop at edit mesh 4- Use "Slide edge" 5- at the operator menu activate "correct uvs" ( at tool shelf or F6) 5B- create a new loop using "loop cut and slide" (Ctrl+R) if you ar using this remember to activate the option "correct uvs" under the "input" menu at the "User Preference" . Its Disable by default and the operator dosnt have redo so it needs to be active before cut. 6-check the uvs at the uv/image editor you should find that the vertex slided and the neighbours were splited. Tested on: Windows 7 blender 2.63a official and build from graphicall rev 46913 but this remain the same since 2.62 i cant remember exactly witch revision, probably after bmesh Another thing I found this report, http://projects.blender.org/tracker/index.php?func=detail&aid=29771&group_id=9&atid=498 its near but its not the same thing ``` %%%
Author

Changed status to: 'Open'

Changed status to: 'Open'

%%%Confirmed. I think the correction is done with a strange hack using projected geometry. Currently I am working on new code to correct uvs in the bratwurst branch so it may be fixed there. We'll have to see.%%%

%%%Confirmed. I think the correction is done with a strange hack using projected geometry. Currently I am working on new code to correct uvs in the bratwurst branch so it may be fixed there. We'll have to see.%%%

%%%It would be nice if the correct UV's option was enabled by default. I didnt even realise it was there until now. I can't see any reason for people not wanting correct UV's if they are adding a loop to a mesh that already has UV's. :)%%%

%%%It would be nice if the correct UV's option was enabled by default. I didnt even realise it was there until now. I can't see any reason for people not wanting correct UV's if they are adding a loop to a mesh that already has UV's. :)%%%

%%%Closed duplicate report: http://projects.blender.org/tracker/index.php?func=detail&aid=31859&group_id=9&atid=498

Assigning to Antony due to he's working on this :)%%%

%%%Closed duplicate report: http://projects.blender.org/tracker/index.php?func=detail&aid=31859&group_id=9&atid=498 Assigning to Antony due to he's working on this :)%%%

%%%Hi, sorry for not replying for too long. I am going to work on this code now because I may need to hook my UV transform correction code there. Anyway, I think the bug is easily explained: Each loop must be projected separately on a face. I will probably fix this by searching for an optimal face first and flushing the result to all coincident loops, just as I do for my new uv transform correction code.%%%

%%%Hi, sorry for not replying for too long. I am going to work on this code now because I may need to hook my UV transform correction code there. Anyway, I think the bug is easily explained: Each loop must be projected separately on a face. I will probably fix this by searching for an optimal face first and flushing the result to all coincident loops, just as I do for my new uv transform correction code.%%%

%%%The uv behaviour is fixed in r48340. However this bug exposed that this behaviour will happen on every loop customdata probably. We will have to eventually find a more general way to do it.%%%

%%%The uv behaviour is fixed in r48340. However this bug exposed that this behaviour will happen on every loop customdata probably. We will have to eventually find a more general way to do it.%%%
Author

%%%i have tested using a custom build rv48341 ((from oscurart) for windows x64, and the uvs are no longer ditorted but the last vertex at the seam become welded. . im not sure if welded is the rigth word.
i have attached a jpg and a blend file ( name_rv48341)%%%

%%%i have tested using a custom build rv48341 ((from oscurart) for windows x64, and the uvs are no longer ditorted but the last vertex at the seam become welded. . im not sure if welded is the rigth word. i have attached a jpg and a blend file ( name_rv48341)%%%

%%%This has happened before though as far as I know? It is a bug and should be corrected but I will take care of it after I have prepared my code for GSOC which deals with this problem.%%%

%%%This has happened before though as far as I know? It is a bug and should be corrected but I will take care of it after I have prepared my code for GSOC which deals with this problem.%%%
Author

%%%I just tested it using the official 2.63a from blender.org and it breaks the uvs, that little offet, but doesnt weld anything near the seam.
%%%

%%%I just tested it using the official 2.63a from blender.org and it breaks the uvs, that little offet, but doesnt weld anything near the seam. %%%

%%%I have tested again and it does weld them in 2.63a as well. In the second file with the sphere, the UVs are already coincident that's why there's no difference. If not, could you post a file that shows seam uvs staying separated after transform correction? Note, make sure to refresh the image editor by zooming after the transform to see the updated result. I am almost certain because there's even a comment in the code about that and I have tested it.%%%

%%%I have tested again and it does weld them in 2.63a as well. In the second file with the sphere, the UVs are already coincident that's why there's no difference. If not, could you post a file that shows seam uvs staying separated after transform correction? Note, make sure to refresh the image editor by zooming after the transform to see the updated result. I am almost certain because there's even a comment in the code about that and I have tested it.%%%
Author

%%%added a new jpg, do i do a new test file with the official build?
i just move an other edge from the sphere%%%

%%%added a new jpg, do i do a new test file with the official build? i just move an other edge from the sphere%%%

%%%OK, I see it now, investigating.%%%

%%%OK, I see it now, investigating.%%%

%%%Hi, this is not so straightforward to solve. I working on the same problem in bratwurst in a way that will solve the problem for more transform modes and support islands as well, %%%

%%%Hi, this is not so straightforward to solve. I working on the same problem in bratwurst in a way that will solve the problem for more transform modes and support islands as well, %%%

%%%Fixed, r53641. Better before bratwurst merge since it's quite a nasty bug.%%%

%%%Fixed, r53641. Better before bratwurst merge since it's quite a nasty bug.%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#31581
No description provided.