Smart UV Project getting confused by disconnected mesh pieces #76764
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Reference: blender/blender#76764
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Operating system: Linux
Graphics card: nVidia
Broken: in stable 2.82 and also in 2.9 from a few days ago.
Using UV Smart Project w/ default settings on complex mesh, results in islands being unnecessarily created.
Using the example attached mesh uvTest_001.blend , the smaller trimmed mesh does not seem to have an issue, but the larger mesh, that contains disconnected pieces seems to confuse the algorithm and produces a hold shown here .
If I select only connected vertices before running the UV Smart Project, results are better... but still produces unexpected holes.
You can see that the mesh in these areas is relatively flat, if viewing Mesh Analysis of Sharp angles set to a threshold around 60 degrees.
Attached Blender file contains 2 meshes, with selected points marking the surrounding area to the example vertice.
Added subscriber: @JerBot
Here is an example of the many unnecessary island/holes that are being produced, and the affects on the texture of the photogrammetry scan.
For testing purposes, here is the entire scanned model and textures.
https://sketchfab.com/3d-models/regard-3d-test-mve-densification-d4dfc9ba015544e89e7bddbb2d1499d3
Added subscriber: @ideasman42
Changed status from 'Needs Triage' to: 'Archived'
The method used works for low-poly meshes with flat surfaces and doesn't handle organic / high-poly noisy meshes so well.
This is more a feature request, closing since this isn't an error in the code, just a limitation with the current method used.
@ideasman42 , thank you for the explanation of the limitation. Will keep this in mind and pass this info on.