UV wrong unwrap after changing object origin #43627

Closed
opened 2015-02-11 09:09:18 +01:00 by Dorothy · 15 comments

System Information
Windowns 8.1 - nVidia GTX 660

Blender Version
Broken: 2.73a

Short description of error
Changing object origin result incorrect UV unwrap.

Exact steps for others to reproduce the error

  • create a cube
  • modify dimensions z=0.5, x,y=10
  • uv unwrap -> correct
  • modify object origin
  • uv unwarp -> incorrect

wrong_uv.blend

Also, when UV unwrap, changing island margin values result different shapes in in UV islands, not scaled, distorted on x or y.

**System Information** Windowns 8.1 - nVidia GTX 660 **Blender Version** Broken: 2.73a **Short description of error** Changing object origin result incorrect UV unwrap. **Exact steps for others to reproduce the error** - create a cube - modify dimensions z=0.5, x,y=10 - uv unwrap -> correct - modify object origin - uv unwarp -> incorrect [wrong_uv.blend](https://archive.blender.org/developer/F142423/wrong_uv.blend) Also, when UV unwrap, changing island margin values result different shapes in in UV islands, not scaled, distorted on x or y.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @Dorothy

Added subscriber: @Dorothy
Author

forgot to add one step, after changing dimensions, I've apply rotation and scale.

full steps again here (sorry i did not find a way to modify original post):

  • create a cube
  • modify dimensions z=0.5, x,y=10
  • apply object rotation and scale
  • uv unwrap -> correct
  • modify object origin
  • uv unwarp -> incorrect
forgot to add one step, after changing dimensions, I've apply rotation and scale. full steps again here (sorry i did not find a way to modify original post): - create a cube - modify dimensions z=0.5, x,y=10 - apply object rotation and scale - uv unwrap -> correct - modify object origin - uv unwarp -> incorrect

Added subscriber: @NikoLeopold

Added subscriber: @NikoLeopold

i guess you used Smart UV Project?
by 'incorrect' you mean different from the last projection?

obviously Smart UV Project is not able to ensure the exact same UV map layout for every configuration of the object. i am not sure if that is considered a bug though.

about the distortion with increased island margin: it seems its just enforcing the island margin, without trying to presevere a perfect orthogonal projection, since thats not being done for every face anyway when the angle angle limit is at a reasonable size. i think it is trying to optimize the use of the uv map space? im really not sure, but im not sure if thats considered a bug either.

anyway, someone more experienced in this module will have to tell.

i guess you used Smart UV Project? by 'incorrect' you mean different from the last projection? obviously Smart UV Project is not able to ensure the exact same UV map layout for every configuration of the object. i am not sure if that is considered a bug though. about the distortion with increased island margin: it seems its just enforcing the island margin, without trying to presevere a perfect orthogonal projection, since thats not being done for every face anyway when the angle angle limit is at a reasonable size. i think it is trying to optimize the use of the uv map space? im really not sure, but im not sure if thats considered a bug either. anyway, someone more experienced in this module will have to tell.
Member

Added subscribers: @mont29, @JulianEisel

Added subscribers: @mont29, @JulianEisel
Member

@mont29 what would you say here? Is this expected?

@mont29 what would you say here? Is this expected?
Author

yes, I am talkin about Smart UV Project.

And this is a bug, a perfect square should not produce a rectangle UV.

yes, I am talkin about Smart UV Project. And this is a bug, a perfect square should not produce a rectangle UV.
Member

And this is a bug, a perfect square should not produce a rectangle UV.

That depends on the method you use. Every method uses a different algorithm using different conditions, parameters, ... So not every method brings the same result!

>And this is a bug, a perfect square should not produce a rectangle UV. That depends on the method you use. Every method uses a different algorithm using different conditions, parameters, ... So not every method brings the same result!
Author

With all respect, please ask someone who work on UV unwrap about this bug report, I am sure this is a major bug, if you put test checkers on wrong uv you get distorted texture, incorrect mapping.

With all respect, please ask someone who work on UV unwrap about this bug report, I am sure this is a major bug, if you put test checkers on wrong uv you get distorted texture, incorrect mapping.
Member

Added subscriber: @GregZaal

Added subscriber: @GregZaal

Added subscriber: @ideasman42

Added subscriber: @ideasman42

Looking into this, I can't redo the problem with the change in origin giving the incorrect UV layout.

Can you show an image of whats considered correct & incorrect?

Looking into this, I can't redo the problem with the change in origin giving the *incorrect* UV layout. Can you show an image of whats considered correct & incorrect?

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2015-03-17 11:01:10 +01:00

A week without reply. Due to the policy of the tracker archiving the report for until requested information is provided.

A week without reply. Due to the policy of the tracker archiving the report for until requested information is provided.
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Reference: blender/blender#43627
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