UV Editor rendering enhancements #109189

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opened 2023-06-21 06:11:53 +02:00 by Chris Blackbourn · 10 comments

Multiple ways the UV Editor rendering could be improved. This is an omnibus issue to track them, they may eventually be split apart or moved into seperate issues later.

  • Draw island boundary edges in a different color/style
  • Color each UV Island a different color in UV Editor
  • Color each UV Island a different color in 3D Editor
  • Render faces different color based on winding in UV Editor
  • Render faces/islands which cross UDIM boundaries a different color
  • Render overlapping faces a different color
  • Render overlapping islands a different color
  • Show unselected edges in the uv editor a different color if any of their other edges in 3D space are UV selected
  • Highlight any faces which have zero UV area in UV Editor.
  • Highlight any faces which have zero UV area in 3D Editor.
  • Highlight any edges which have zero UV length in UV Editor.
  • Highlight any edges which have zero UV length in 3D Editor.
  • Change display stretch (area), instead of absolute, show relative to visible islands only.
  • Change display stretch (area), instead of absolute, show relative to selected islands only.
  • Change display stretch (area), instead of global, show relative to island's UDIM.

Thanks @BlenderBob and @Omer-Almadani for the suggestions !

Multiple ways the UV Editor rendering could be improved. This is an omnibus issue to track them, they may eventually be split apart or moved into seperate issues later. * Draw island boundary edges in a different color/style * Color each UV Island a different color in UV Editor * Color each UV Island a different color in 3D Editor * Render faces different color based on winding in UV Editor * Render faces/islands which cross UDIM boundaries a different color * Render overlapping faces a different color * Render overlapping islands a different color * Show unselected edges in the uv editor a different color if any of their other edges in 3D space are UV selected * Highlight any faces which have zero UV area in UV Editor. * Highlight any faces which have zero UV area in 3D Editor. * Highlight any edges which have zero UV length in UV Editor. * Highlight any edges which have zero UV length in 3D Editor. * Change display stretch (area), instead of absolute, show relative to visible islands only. * Change display stretch (area), instead of absolute, show relative to selected islands only. * Change display stretch (area), instead of global, show relative to island's UDIM. Thanks @BlenderBob and @Omer-Almadani for the suggestions !

It would be great if there was also highlights for overlapped islands, and for mirrored islands.

It would be great if there was also highlights for overlapped islands, and for mirrored islands.
Pratik Borhade added
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and removed
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labels 2023-06-21 07:14:01 +02:00
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It would be great if there was also highlights for overlapped islands, and for mirrored islands.

Added!
In the uv editor, we're currently using "Winding" to refer to faces which are mirrored.
A triangle can have a winding of -1 (mirrored) 0 (degenerate) or +1 (regular)

> It would be great if there was also highlights for overlapped islands, and for mirrored islands. Added! In the uv editor, we're currently using "Winding" to refer to faces which are mirrored. A triangle can have a winding of -1 (mirrored) 0 (degenerate) or +1 (regular)
Brecht Van Lommel removed the
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label 2023-06-21 12:13:32 +02:00

Not sure how zero area could be effectively highlighted. It is usually solvable as a "selecting trait", because the selection is much easier to handle and analyse.

Also, there was lots of requests about selecting, coloring and highlighting in RCS site to control correspondance between uv and 3d editors.

Not sure how zero area could be effectively highlighted. It is usually solvable as a "selecting trait", because the selection is much easier to handle and analyse. Also, there was lots of requests about selecting, coloring and highlighting in RCS site to control correspondance between uv and 3d editors.
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Our "Selection" issue is over at #109184
This issue is more about highlighting and rendering... It allows you to identify defects, and repair them, interactively...

For "Zero Area" edges and faces, we'd need to draw a halo around them.

Can you link the RCS thread? Or copy/paste if possible?

Our "Selection" issue is over at https://projects.blender.org/blender/blender/issues/109184 This issue is more about highlighting and rendering... It allows you to identify defects, and repair them, interactively... For "Zero Area" edges and faces, we'd need to draw a halo around them. Can you link the RCS thread? Or copy/paste if possible?

Overlaps could be made on purpose.
Especially in gamedev.
I guess "Select self-overlap" when island overlaps itself deserves an option or so

Overlaps could be made on purpose. Especially in gamedev. I guess "Select self-overlap" when island overlaps itself deserves an option or so
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Oh, are you trying to distinguish between overlapping-islands versus islands-with-internal-overlapping-faces versus any-faces-which-overlap ?

If this is the case, in terms of rendering, how important is that distinction?

Oh, are you trying to distinguish between overlapping-islands versus islands-with-internal-overlapping-faces versus any-faces-which-overlap ? If this is the case, in terms of rendering, how important is that distinction?

Aw, it is more about rendering.
There are lots of points in this task that better be solved as select by trait instead of a highlighting.

The point of a distinguishing overlaps from self-overlaps is that workflow-wise they has different meaning - first one is made on purpose (https://blender.community/c/rightclickselect/Q6YY/) and the second is usually a trait incompatible with baking

Speaking of a mesh 3d-uv correspondance, here are a couple of links

Addon (from 2016 uv addons boom era)
https://github.com/BenjaminSauder/uv_highlight

Requests:
https://blender.community/c/rightclickselect/BDcbbc/

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

An explanation of a reason between sync and unsync UV modes differentiation (if is interesting)
#78393 (comment)

Aw, it is more about rendering. There are lots of points in this task that better be solved as select by trait instead of a highlighting. The point of a distinguishing overlaps from self-overlaps is that workflow-wise they has different meaning - first one is made on purpose (https://blender.community/c/rightclickselect/Q6YY/) and the second is usually a trait incompatible with baking Speaking of a mesh 3d-uv correspondance, here are a couple of links Addon (from 2016 uv addons boom era) https://github.com/BenjaminSauder/uv_highlight Requests: https://blender.community/c/rightclickselect/BDcbbc/ https://blender.community/c/rightclickselect/MZRP/ An explanation of a reason between sync and unsync UV modes differentiation (if is interesting) https://projects.blender.org/blender/blender/issues/78393#issuecomment-310411

Highlighting solution for detecting traits (especially zero size elements) is problematic because you have to search for them with eyes in imperative way, and, ulike selection, they cannot be zoomed and centered with num. button in declarative way, which is espesially problematic during working with massive UDIM datasets.

Highlighting solution for detecting traits (especially zero size elements) is problematic because you have to search for them with eyes in imperative way, and, ulike selection, they cannot be zoomed and centered with num. button in declarative way, which is espesially problematic during working with massive UDIM datasets.

Enhancements for Stretch overlay, specifically Area:

  • Display stretch (area) to work relative to visible islands
    This is good when you have hidden the rest of the islands except the ones you are working on, but still want to see how distorted they are while editing/unwrapping them.

  • Display stretch (area) relative to UDIM
    This is good if you have a specific average scale for each UDIM separately, but still want to be able to check the distortion.

  • Display stretch (area) relative to selected islands
    This could let you check distortion against different sets of islands, like ones that are in different UDIMs. Or if you want only two UDIMs to have the same average scale, but you don't care about the rest of the UDIMS.

Enhancements for Stretch overlay, specifically Area: - Display stretch (area) to work relative to visible islands This is good when you have hidden the rest of the islands except the ones you are working on, but still want to see how distorted they are while editing/unwrapping them. - Display stretch (area) relative to UDIM This is good if you have a specific average scale for each UDIM separately, but still want to be able to check the distortion. - Display stretch (area) relative to selected islands This could let you check distortion against different sets of islands, like ones that are in different UDIMs. Or if you want only two UDIMs to have the same average scale, but you don't care about the rest of the UDIMS.
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Updated description, awesome!

Updated description, awesome!
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Reference: blender/blender#109189
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