new default UV coordinates on some mesh primitives are poor/missing #47478
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Reference: blender/blender#47478
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System Information
Windows 10, Nvidia Geforce 860m, 16gig of ram
Blender Version
2.76.11
Short description of error
The new default UV coordinates on some mesh primitives are poor/missing.
The uv sphere and ico sphere have messy uvs. I think the range should also be limited to 0 to 1.
I've attempted to attached pics.
Torus and Suzanne are missing uvs altogether.
I could mock better uvs if that helps?
cheers
Changed status to: 'Open'
Added subscriber: @Francis-4
Added subscriber: @mont29
Thanks for the report, but this is no bug really, more a set of TODOs. There are several issues here:
The last two points seems to be good candidates for our 'quick hacks', will add those. First point is most likely more involved (especially for icosphere).
Added #47488 and #47489 quick hacks.
Hi Bastien
Yes users complicate things! And I can see it's more involved from a coding point of view when it comes to changing the parameters on primitives.
I'll keep a look out for these todos as it's something I've been looking forward to in Blender for over 10 years.
cheers
Added subscriber: @pdlla
I'm giving this task a go together with the #47488
Added subscriber: @ChauHo
For UV sphere, I think should use this coordinate pattern:
For ico sphere I think can use this coordinate system:
Subdivide triangles for other sub division level
Added subscriber: @candreacchio
For UV sphere I would suggest equirectangular mapping
Carlo, like this map:
Ok, about to submit my first patch! I went for the map that you suggested Chau. I hardcoded the UV map so it's dependent on the face/loop order. I hope that's OK.
The code below generates a map close to that map. I hard coded its output, and modified it to be exact. The function is totally useable but the exact map is better. Including this here here in case I ever need it again (rather than committing it).
This is the modified BM_mesh_calc_uvs_sphere function for outputting icosphere UVs to console. Again, putting it here instead of committing.
Added UV sphere map using equirectangular map. I would have liked to use quads on the top and bottom row but those faces only have 3 vertices so I went with the spiky triangles.
The rounding is done by scaling the x coordinate by an arbitrary factor of sin(phi*0.7) i.e. the code looks something like
Adding UVs to Monkey and Torus are #47488 and #47489 respectively. D2202 and D2186 add better UVs for icosphere and uvsphere respectively. My first 2 patches :D! Can I/someone mark this task as resolved if/when D2202 and D2186 are accepted?
@ peter lu
looking good so far. I've never mapped primitives using your solutions but they look interesting and useful.
However can you keep the uv coords between 0 and 1? I think it's a better solution.
cheers
here are a few default mesh and uv examples from Maya. I'm not saying copy them :) But this is how the competition does it
@Francis-4
It shifts the uvs to fit in [0,1] now :), I just used an old screenshot (TBH though I was almost about to be too lazy to do this XD).
Thanks for those reference images. Those are actually special cases of my current implementation. Maybe I'll add them as input parameters to the UV spehere.
Two bottom pictures from Maya follow my first maps for UV sphere and torus.
This issue was referenced by
a070a5befa
Changed status from 'Open' to: 'Resolved'