Follow Active Quads is distorting uvs from other islands #108811

Closed
opened 2023-06-09 16:33:23 +02:00 by Nieverton Tenorio de Albuquerque · 12 comments

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

  1. I go to an island that I want to align.
  2. I change the selection mode to edge.
  3. Select from the corner of the island, an edge.
  4. Right-click > aling auto.
  5. Repeat the process on the other edges of the face to make this face a square face.
  6. I switch to face selection mode and select this square face.
  7. right-click > Fallow Active Quads.
**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** 1. I go to an island that I want to align. 2. I change the selection mode to edge. 3. Select from the corner of the island, an edge. 4. Right-click > aling auto. 5. Repeat the process on the other edges of the face to make this face a square face. 6. I switch to face selection mode and select this square face. 7. right-click > Fallow Active Quads.
Iliya Katushenock added the
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UV Editing
labels 2023-06-09 18:05:32 +02:00
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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. for Ia2_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).

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. for `Ia2_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).
Philipp Oeser added
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Needs Information from User
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Needs Triage
labels 2023-06-12 10:44:07 +02:00
Chris Blackbourn changed title from Fallow Active Quads is distorting uvs from other islands to Follow Active Quads is distorting uvs from other islands 2023-06-12 12:06:25 +02:00

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. for Ia2_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).

ah 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.

> 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. for `Ia2_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). ah 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.
Chris Blackbourn self-assigned this 2023-06-18 05:42:43 +02:00

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.

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.

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?

> 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...

My bad, "PR" stands for Pull-Request, it's the code which will fix the issue if it is merged: https://projects.blender.org/blender/blender/pulls/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...

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

> My bad, "PR" stands for Pull-Request, it's the code which will fix the issue if it is merged: > https://projects.blender.org/blender/blender/pulls/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.

I think I missed the cutoff for Blender 3.6, so this might have to be Blender 4.0 after all.
Blender Bot added
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Resolved
and removed
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Needs Information from User
labels 2023-06-22 01:02:41 +02:00

See also #103957

See also https://projects.blender.org/blender/blender/issues/103957

@Chris_Blackbourn you have discord?

@Chris_Blackbourn you have discord?

@Chris_Blackbourn you have discord?

Easier to catch me on https://blender.chat

> @Chris_Blackbourn you have discord? Easier to catch me on https://blender.chat

@Chris_Blackbourn you have discord?

Easier to catch me on https://blender.chat

what is the nickname you use there ?

> > @Chris_Blackbourn you have discord? > > Easier to catch me on https://blender.chat what is the nickname you use there ?

@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

> > > @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
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Reference: blender/blender#108811
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