Unwrap selected #78394

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opened 2020-06-28 21:49:23 +02:00 by Daniel Bystedt · 22 comments
Member

UV unwrap only selected components.

Starting point.

The selected uv’s are quite distorted. The goal is to only unwrap the selected uv’s so that they will be less distorted. Unselected uv’s should stay in the same position after unwrap

{F8652045, height=250}

Undesired result.

All uv’s of the object are unwrapped and transformed

{F8652049, height=250}

Desired result.

Unselected uv’s are kept in the same position and the selected uv’s are unwrapped.

My spontaneous approach would be to temporarily

  • Store
    • Original pinning
    • Original seams
  • Set seams from islands
  • Pin unselected
  • Unwrap
  • Restore
    • Original pinning
    • Original seams

{F8652053, height=250}

UV unwrap only selected components. **Starting point.** The selected uv’s are quite distorted. The goal is to only unwrap the selected uv’s so that they will be less distorted. Unselected uv’s should stay in the same position after unwrap {[F8652045](https://archive.blender.org/developer/F8652045/image.png), height=250} ### Undesired result. All uv’s of the object are unwrapped and transformed {[F8652049](https://archive.blender.org/developer/F8652049/image.png), height=250} **Desired result.** Unselected uv’s are kept in the same position and the selected uv’s are unwrapped. My spontaneous approach would be to temporarily - Store - Original pinning - Original seams - Set seams from islands - Pin unselected - Unwrap - Restore - Original pinning - Original seams {[F8652053](https://archive.blender.org/developer/F8652053/image.png), height=250}
Author
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Author
Member

Added subscriber: @DanielBystedt

Added subscriber: @DanielBystedt

Added subscriber: @APEC

Added subscriber: @APEC

Added subscriber: @mattli911

Added subscriber: @mattli911

Ideally as part of this, or maybe needs to be another task, we get a true relax tool/ method, that respects the 3D geometry / tries to reduce distorting based on that.

https://blender.community/c/rightclickselect/mccbbc/

Ideally as part of this, or maybe needs to be another task, we get a true relax tool/ method, that respects the 3D geometry / tries to reduce distorting based on that. https://blender.community/c/rightclickselect/mccbbc/

Also current Unwrap do not identify UV islands without Mark Seam on them.
Example

{F8656472}Unwrap_2.png

Also current Unwrap do not identify UV islands without Mark Seam on them. Example {[F8656472](https://archive.blender.org/developer/F8656472/Unwrap_1.png)}![Unwrap_2.png](https://archive.blender.org/developer/F8656473/Unwrap_2.png)

Added subscriber: @Idlero

Added subscriber: @Idlero
Contributor

Added subscriber: @Gilberto.R

Added subscriber: @Gilberto.R
Contributor

Also, currently if you select an Island and Unwrap it in the UV editor with UV Sync off, the whole object is unwrapped, not only the selected Island.
.
unwrap0001-0285.mp4

Also, currently if you select an Island and Unwrap it in the UV editor with UV Sync off, the whole object is unwrapped, not only the selected Island. . [unwrap0001-0285.mp4](https://archive.blender.org/developer/F8723586/unwrap0001-0285.mp4)

Added subscriber: @1D_Inc

Added subscriber: @1D_Inc

In #78394#970443, @APEC wrote:
Also current Unwrap do not identify UV islands without Mark Seam on them.
Example

{F8656472}Unwrap_2.png

That's why "set UV seams from islands" exist, I guess.

> In #78394#970443, @APEC wrote: > Also current Unwrap do not identify UV islands without Mark Seam on them. > Example > > {[F8656472](https://archive.blender.org/developer/F8656472/Unwrap_1.png)}![Unwrap_2.png](https://archive.blender.org/developer/F8656473/Unwrap_2.png) That's why "set UV seams from islands" exist, I guess.

Added subscriber: @Vyach

Added subscriber: @Vyach

For such cases I use island unwrap with pinned points.
And yes, it will be cool to have such «autopin» out of box

For such cases I use island unwrap with pinned points. And yes, it will be cool to have such «autopin» out of box

Added subscriber: @Doowah

Added subscriber: @Doowah

I'd like to add some context in request in prioritizing this task in a higher category for "To do". I very much agree "Unwrap Selection" is VERY MUCH NEEDED. I want to bump this task up right now before too much effort gets placed into the "Texturing" portion of Blender 3.0 updates. Because at the end of the day, texturing to this day. Heavily relies on good UVs, and right now. Blenders toolkit for UV creation and editing, is severely lacking in many fundamental aspects that other software's have made standard in the way Artists handle creating UVs.

In order to make this feature entirely complete and satisfactory for all artists in all industries. We need the functionality to include "Unwrap selection" & "Axis only Selection" as well. The user should be allowed to select an objects UV points in the UV editor (after unwrap.) Then based on the selection, the user can initiate the unwrap operation based on a selection that is dominate in a particular axis (Vertical, or Horizontal) only.

Right now, Blender has No intelligent method to the determine correctly the distances the UV's are in their 3D space as Vertices from one another in measurement. Because when it comes to UV mapping (Organic) shapes, characters primarily. Creating square/straightened UV islands leads to very noticeable seam distortions. Where the UV points on adjacent sides do not line up with one another. Having to do so by hand with snap functionality can require a users time to 10 minutes per island at minimal, to often much much more. This entire functionality would benefit artists of Blender who UV map their assets for production & personal purposes profoundly. Which would eliminate the need to resort to other 3D UV software's to complete this part of the job, correctly and accurately.

Note: The whole entire reason an Artist NEEDS to create straight UV islands. Is for tiling texture details (seamlessly) on those portions of the model. While utilizing shaders efficiently with minimal texturing. This is standard practice, and marking seams and base unwrapping a model with packing and calling it a day. Is not practical at any capacity. Let alone in any production environment.

A visual Step-by-step example of this for clarity:
1_BUnwrap.jpg
2_BmaxalignUV.jpg
3_BUnwrapSelect.jpg
4_BUnwrapSelectAxis.jpg

Other Software Example (Ideal scenario)
{F12845229}
{F12845230}
{F12845231}
{F12845232}

I'd like to add some context in request in prioritizing this task in a higher category for **"To do"**. I very much agree "Unwrap Selection" is VERY MUCH NEEDED. I want to bump this task up right now before too much effort gets placed into the *"Texturing"* portion of **Blender 3.0 updates**. Because at the end of the day, texturing to this day. Heavily relies on good UVs, and right now. Blenders toolkit for UV creation and editing, is severely lacking in many fundamental aspects that other software's have made standard in the way Artists handle creating UVs. In order to make this feature entirely complete and satisfactory for all artists in all industries. We need the functionality to include **"Unwrap selection"** & **"Axis only Selection"** as well. The user should be allowed to select an objects UV points in the UV editor (after unwrap.) Then based on the selection, the user can initiate the unwrap operation based on a selection that is dominate in a particular axis (Vertical, or Horizontal) only. Right now, Blender has No intelligent method to the determine correctly the distances the UV's are in their 3D space as Vertices from one another in measurement. Because when it comes to UV mapping (Organic) shapes, characters primarily. Creating square/straightened UV islands leads to very noticeable seam distortions. Where the UV points on adjacent sides **do not line up** with one another. Having to do so by hand with snap functionality can require a users time to 10 minutes per island at minimal, to often much much more. This entire functionality would benefit artists of Blender who UV map their assets for production & personal purposes profoundly. Which would eliminate the need to resort to other 3D UV software's to complete this part of the job, correctly and accurately. Note: The whole entire reason an Artist NEEDS to create straight UV islands. Is for tiling texture details (seamlessly) on those portions of the model. While utilizing shaders efficiently with minimal texturing. This is standard practice, and marking seams and base unwrapping a model with packing and calling it a day. Is not practical at any capacity. Let alone in any production environment. A visual Step-by-step example of this for clarity: ![1_BUnwrap.jpg](https://archive.blender.org/developer/F12845225/1_BUnwrap.jpg) ![2_BmaxalignUV.jpg](https://archive.blender.org/developer/F12845226/2_BmaxalignUV.jpg) ![3_BUnwrapSelect.jpg](https://archive.blender.org/developer/F12845227/3_BUnwrapSelect.jpg) ![4_BUnwrapSelectAxis.jpg](https://archive.blender.org/developer/F12845228/4_BUnwrapSelectAxis.jpg) **Other Software Example (Ideal scenario)** {F12845229} {F12845230} {F12845231} {F12845232}

Right now, Blender has No intelligent method to the determine correctly the distances the UV's are in their 3D space as Vertices from one another in measurement.

The ability to transfer loop distances from mesh to uv was added in Smart UV addon. It allow to avoid some unpleasant UV distortions.

https://vimeo.com/221992599?embedded=true&source=video_title&owner=48181948

> Right now, Blender has No intelligent method to the determine correctly the distances the UV's are in their 3D space as Vertices from one another in measurement. The ability to transfer loop distances from mesh to uv was added in Smart UV addon. It allow to avoid some unpleasant UV distortions. https://vimeo.com/221992599?embedded=true&source=video_title&owner=48181948

Added subscriber: @Chris_Blackbourn

Added subscriber: @Chris_Blackbourn

Fix pending review: D14945.

Fix pending review: [D14945](https://archive.blender.org/developer/D14945).

Added subscriber: @AndyCuccaro

Added subscriber: @AndyCuccaro
Chris Blackbourn self-assigned this 2022-06-18 02:09:13 +02:00

We're changing this to an experimental feature and expanding the scope slightly. Please get in touch if you want to be involved.

We're changing this to an experimental feature and expanding the scope slightly. Please get in touch if you want to be involved.

This issue was referenced by c0e4532331

This issue was referenced by c0e453233132ac0b1c217191c645bc01ea726400

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender#78394
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