Follow Active Quads is distorting uvs from other islands #108811
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#108811
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98
Blender Version
Broken: version: 3.6.0 Beta, branch: blender-v3.6-release, commit date: 2023-06-03 10:34, hash:
2ce5fc4a3e43
Worked: (newest version of Blender that worked as expected)
Short description of error
After aligning a face of the uv island, select it and click on the Fallow Active Quads option, it ends up aligning the island correctly, but it influences other islands of other objects, distorting, breaking and separating them, losing the texel density and this is not only in version 3.6 beta but it has been extended since the beginning of blender, above 2.8.
Exact steps for others to reproduce the error
If you do this with multiple objects selected (and then going to editmode -- so multi objects editing), it will do it for all of the selected objects (which might all have their own active quad).
So in your case, this doesnt just happen on
5.56x45 Ammo_low
, but e.g. forIa2_Mag_001_low
as well.You could make sure you only have geometry selected in the 3DView prior to unwrapping (different ways to do this, I guess you are familiar with that).
Makes sense @Chrishunk ? (this all looks like intended behavior to me).
Fallow Active Quads is distorting uvs from other islandsto Follow Active Quads is distorting uvs from other islandsah I get it, it will apply the active quads on all the uv islands because the objects are all selected, to not hurt the other uvs, it would have to just go into edit mode object by object, this is definitely a very massive and unnecessary pipeline, as I use blender as a standard work tool, always stuck by having the shortest production time possible. it would be nice if blender could fix this fallow active quads, and allow to work with meshes that are selected, but only focus on the island where you are selecting the face, blender doesn't have uv tools like quadrify island or contensions natively, you need to use third party addons to have those functions, but an exercise that I like to do between my studies is to try to force myself to use only the native tool, you never know when I will need to use blendedr and not have the possibility to install my addons.
Sorry, should have assigned this one earlier. Will post a PR shortly.
My preference is landing this one in
main
for Blender 4.0, but shout out if you need this in Blender 3.6 instead.PR?
My bad, "PR" stands for Pull-Request, it's the code which will fix the issue if it is merged:
#109095
It's currently going to land in the
main
branch (Blender 4.0), so shout out if you need it in Blender 3.6 instead, otherwise I'll merge in about 24 hours or so...well, it would be nice if he had already fixed it in blender 3.6
I think I missed the cutoff for Blender 3.6, so this might have to be Blender 4.0 after all.
See also #103957
@Chris_Blackbourn you have discord?
Easier to catch me on https://blender.chat
what is the nickname you use there ?
My nickname on https://blender.chat is also @Chris_Blackbourn