Improve UV unwrapping balance between angle and area preservation #71959
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Reference: blender/blender#71959
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Incomplete, split out from #68889 (Improve UV packing to pack more tightly (not just considering bounding boxes))
Unwrapping algorithm like SLIM, that makes a better balance between angle and area preservation D2530: Implementation of UV unwrapping with SLIM as disdussed on #48036..
Added subscriber: @ideasman42
Added subscriber: @BeckersC
Added subscriber: @mattli911
Blender desperately needs a proper UV Relax tool/method, which I think is what this task is about? I am forced to go back to 3DS Max/ other DCCs to properly relax currently, which is too bad... I can do most everything else in blender (with many UV addons), but not properly relax still. Would LOVE to see something like that.
Added subscriber: @Vyach
Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'
Added subscriber: @ankitm
Added subscriber: @Chris_Blackbourn
@mattli911 Have you tried the Relax tool from the UV Editor toolbar with the new "Geometry" Relaxation Method? You can combine it with pinned vertices, with/without locked borders,
Any feedback would be most welcome.
I've talked with @Chris_Blackbourn and here's an example file for the testing the issues with the current Minimize Stretch operator and Relax brush.
uv_stretch_examples.blend
The head is an interesting general test case where the operator works well enough, but starts breaking and becoming way too slow once the head gets subdivided.
Trying the Relax brush, no Relaxation Method is really resolving the main issues. They can help to resolve face skewing in the UVs (edge stretching) but the UV space won't be distributed better (area stetching). If anything the area stertching will get worse when using the Relax brush.
The Horn is an extreme example for VDM brush creation. This high res mesh needs a UV map with as little stretching as possible but no operator or UV sculpting tool is performing well enough to handle this mesh density.
The SLIM operation seems to be perfect to resolve this issue.
Sadly, there is no such tool in the Blender, that can balance size of polygons, even on the UV or flat surface. So baking VDM become a pain.