Creating UV Maps from Face Sets #109773

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opened 2023-07-06 11:53:56 +02:00 by Julien Kaspar · 11 comments
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Issue

This is based on a popular request from users.
On very high density sculpts with messy topology it's very time consuming to create UV seams and unwrap the UVs.

For that case it can be a fast solution to use face sets from sculpt mode to create a new UV map.
Some users already started creating geoemtry node operators and addons to acheive this:
https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-2/1395490/2017

'Unwrap Face Sets' Operator

To get proper feedback on the new UV map it might be best to add an operator "Unwrap Face Sets" to the "UV" menu in the UV Editor.
Then the easiest steps to create a UV map from Face Sets is to switch to the UV Editing workspace and do the needed operations there.

# Issue This is based on a popular request from users. On very high density sculpts with messy topology it's very time consuming to create UV seams and unwrap the UVs. For that case it can be a fast solution to use face sets from sculpt mode to create a new UV map. Some users already started creating geoemtry node operators and addons to acheive this: https://blenderartists.org/t/the-big-blender-sculpt-mode-thread-part-2/1395490/2017 <video src="/attachments/3c393f8b-9850-45e7-8703-e486a78dfc07" title="face_set_to_uv.mp4" controls></video> # 'Unwrap Face Sets' Operator To get proper feedback on the new UV map it might be best to add an operator "Unwrap Face Sets" to the "UV" menu in the UV Editor. Then the easiest steps to create a UV map from Face Sets is to switch to the UV Editing workspace and do the needed operations there.
Julien Kaspar added the
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Sculpt, Paint & Texture
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UV Editing
labels 2023-07-06 11:53:56 +02:00
Julien Kaspar added this to the Sculpt, Paint & Texture project 2023-07-06 11:53:58 +02:00
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@Chris_Blackbourn

Can you also add a ".blend" file? Just using suzanne is fine, it doesn't need to be a heavy mesh...

Can you also add a ".blend" file? Just using suzanne is fine, it doesn't need to be a heavy mesh...
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@Chris_Blackbourn I atteched a simple "suzanne_face_sets.blend" file.

@Chris_Blackbourn I atteched a simple "suzanne_face_sets.blend" file.

Would be nice to have that operator in sculpt mode too... even though we need to go into edit to actually see the uvs..
I wish we could see the uv layout in other modes as well (object/sculpt etc), even if greyed out... that would be huge..

Would be nice to have that operator in sculpt mode too... even though we need to go into edit to actually see the uvs.. I wish we could see the uv layout in other modes as well (object/sculpt etc), even if greyed out... that would be huge..
Member

After #109526 and #109517 land it will be possible to create such an operator with a geometry nodes asset and add it to the the sculpt mode and edit mode menus. Since this is a high-level operation that combines existing features, maybe it makes sense to use that approach?

After #109526 and #109517 land it will be possible to create such an operator with a geometry nodes asset and add it to the the sculpt mode and edit mode menus. Since this is a high-level operation that combines existing features, maybe it makes sense to use that approach?
Contributor

Hello, I am the writer of the add-on in the original post.

In case you haven't checked the script how it works is that it assigns a new dummy material to each face set selection so that they can be selected in the Edit Mode. And after that you can do any operation on them that can be done in Edit, including UV unwrap (in this case it's selecting materials one-by-one, then selecting boundaries, then marking seams, and after all iterations unwrap).

As Hans said, if it is possible to be done with Geometry Nodes operator it makes sense to do so, since all the steps are already doable in Blender. Maybe using new Serial Loop might work here. But what is needed on core level is sculpt_face_sets to be generic attributes exposed to the user, so that any operations can be done on them, and possibly update in real time when redrawin in sculpt mode.

As for UI, I agree with TheRedWaxPolice that operator should also be exposed in sculpt mode for more discoverability and ease of access. Where I put it in the addon I think makes sense (in Face Sets menu, at the bottom). Because at the top of the menu there are 'Face Sets from' operators, which let you convert other attributes/selections to face sets, so it is intuitive that at the bottom we have 'Face Sets to' operators, that conver Face Set to other attirubtes/selections.

Hello, I am the writer of the add-on in the original post. In case you haven't checked the script how it works is that it assigns a new dummy material to each face set selection so that they can be selected in the Edit Mode. And after that you can do any operation on them that can be done in Edit, including UV unwrap (in this case it's selecting materials one-by-one, then selecting boundaries, then marking seams, and after all iterations unwrap). As Hans said, if it is possible to be done with Geometry Nodes operator it makes sense to do so, since all the steps are already doable in Blender. Maybe using new Serial Loop might work here. But what is needed on core level is sculpt_face_sets to be generic attributes exposed to the user, so that any operations can be done on them, and possibly update in real time when redrawin in sculpt mode. As for UI, I agree with TheRedWaxPolice that operator should also be exposed in sculpt mode for more discoverability and ease of access. Where I put it in the addon I think makes sense (in Face Sets menu, at the bottom). Because at the top of the menu there are 'Face Sets from' operators, which let you convert other attributes/selections to face sets, so it is intuitive that at the bottom we have 'Face Sets to' operators, that conver Face Set to other attirubtes/selections.

Why put geometry nodes nodes into this?
Wouldn't it be faster if it was some low level code instead of geometry nodes? . Maybe I'm wrong and geometry nodes is better?🤔

@TheRedWaxPolice I wish we could see the uv layout in other modes as well (object/sculpt etc), even if greyed out... that would be huge..

This is a hot request being made for years.

https://blender.community/c/rightclickselect/Xmfbbc/
https://blender.community/c/rightclickselect/my33/
https://blender.community/c/rightclickselect/LJEv/
https://blender.community/c/rightclickselect/BYgbbc/

Why put geometry nodes nodes into this? Wouldn't it be faster if it was some low level code instead of geometry nodes? . Maybe I'm wrong and geometry nodes is better?🤔 > @TheRedWaxPolice **I wish we could see the uv layout in other modes as well (object/sculpt etc), even if greyed out... that would be huge..** This is a hot request being made for years. https://blender.community/c/rightclickselect/Xmfbbc/ https://blender.community/c/rightclickselect/my33/ https://blender.community/c/rightclickselect/LJEv/ https://blender.community/c/rightclickselect/BYgbbc/

@Chris_Blackbourn any updates on this mate?

@Chris_Blackbourn any updates on this mate?

Heyas! Sorry, haven't had a chance to take a good look at this, but it looks like a nice addition.

Obviously I'm biased, but I think it would make more sense directly as an operator in C++. :D

I wish we could see the uv layout in other modes as well (object/sculpt etc), even if greyed out... that would be huge..

See also #109270

Heyas! Sorry, haven't had a chance to take a good look at this, but it looks like a nice addition. Obviously I'm biased, but I think it would make more sense directly as an operator in C++. :D > I wish we could see the uv layout in other modes as well (object/sculpt etc), even if greyed out... that would be huge.. See also https://projects.blender.org/blender/blender/issues/109270
Member

In sculpt dev meeting 240416 we discussed that this feature might not be needed, scine you can do it in geometry node tools. Shipping some pre defined geo nodes assets would fix this issue. Let's leave this for now and perhaps we'll close it in the future.

In sculpt dev meeting 240416 we discussed that this feature might not be needed, scine you can do it in geometry node tools. Shipping some pre defined geo nodes assets would fix this issue. Let's leave this for now and perhaps we'll close it in the future.
Contributor

@DanielBystedt I tried recreting tools from my add-on in Node Tools as well, including this one, but there are limitations to node tools yet that can't recreate everything. I left feedback on devtalk thread months earlier

@DanielBystedt I tried recreting tools from my add-on in Node Tools as well, including this one, but there are limitations to node tools yet that can't recreate everything. I left feedback on devtalk thread months earlier
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Reference: blender/blender#109773
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