extra UV seams where meshes overlap #39879
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Reference: blender/blender#39879
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When 2 meshes have overlapping UV's, each edge turns into a seam resulting in unnecessary extra UV counts in game engines.
The work-around for me is to export from blender and sew the edges in maya.
I have been experiencing this since 2.68 when i started using Blender, so I'm sure this error is not specific to the new versions.
I have attached screenshots and obj files.
Please do fix this error.
exportFromBlender.obj
SewedInMaya.obj
Thank you so much :)
Changed status to: 'Open'
Added subscriber: @trupelo
Rin3.obj
here is another example of the same problem
since the model has overlapping uv's, each edge becomes a seam.
The vertex count remains the same but uv count goes up much higher- 653 uvs for 259 vertices while ideally it should be 321 uvs.
Added subscribers: @ideasman42, @Sergey
@ideasman42, any ideas here?
Added subscriber: @mont29
I expect this is caused by splitting normals, @mont29, could you check on this?
Please attach the blend file from which you exported those obj…
Also, is this an issue with OBJ exporter? or you have those over-UVs inside Blender?
rin003.blend
Here is the blend file guys..
Blender does not display the uv count of an object. So, I cannot say whether these extra uv seams exist in blender, or they're created while exporting.
Rin3.fbx
Here is a .fbx of the same model exported from blender. It shows proper uv count (194 uvs) and perfect seams even in maya.
I would like to take this opportunity to request for uv count display in Blender alongside vertex, edge and face counts.
@trupelo - Blender doesn't have a UV count in the same way as Maya does. - So it doesnt really make sense to add this.
Campbell, I do think Blender needs a UV count display. Game engines require optimal uvs for each object. I am eager to see this issue fixed and to see uv count display in blender.
I would like to add that, when we checked in Unity, importing the normals from the object raised the uv count by a few hundreds. But when the normals were not imported, it showed the correct number of vertices as exported from Blender.
@trupelo, well this is beside the point (unrelated to the bug report), I just mention that Blender is not storing this data so its not a simple matter of adding some label to the interface.
This issue was referenced by blender/blender-addons@887fad6a01
Mmmmh… Not really a bug, in fact, Maya just create seems as soon as the UV values does not match exactly… :/
For now, will simply reduce the sensibility of the “same UV” test in obj exporter (was using values rounded to sixth decimal, will use values rounded to the forth one now, should be more than enough!
Changed status from 'Open' to: 'Resolved'
Closed by commit blender/blender-addons@887fad6a01.
Thank you, mont29.
Will these code changes be reflected in the next builder.blender.org build?
@trupelo they most likely already are, yes.
Added subscriber: @malkavian
I don't think lowering decimal precision is the right way to go.
Maybe you can add an option to the .obj exporter to let the user specify the amount of decimal places? A simple checkbox for 2 presets (like full precision / half precision) would be fine I guess.