Smart UV project produces wrong, stretched UVs regardless of "Correct Aspect" option state #85194
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Reference: blender/blender#85194
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09
Blender Version
Broken: version: 2.91.0, branch: master (modified), commit date: 2020-11-25 11:06, hash:
b50598bc78
Worked: 2.90.1
Caused by
9296ba8674
Short description of error
Smart UV project feature constantly produces wrong, stretched UVs regardless of the ON/OFF state of "Correct Aspect" option, and regardless of aspect ratio of the texture displayed in the image editor. The failure stems from the fact that aspect ratio of the BaseColor texture is used to distort the UVs of the Smart UV projection regardless if the user wants it or not. This in turn makes it simply impossible to use Blender for UV mapping when any material present of the unwrapped object contains textures of non square aspect ratio. The geometry in the viewport has scale transforms applied, so that is not a source of the issue.
2021-01-29_12-31-19.mp4
Exact steps for others to reproduce the error
Result: It is not possible to utilize Smart UV project to produce UVs of correct aspect ratio (matching the aspect ratio of the geometry inside 3D view) regardless of the "Correct Aspect" option state
Expected: It is possible to produce UVs matching the aspect ratio of the actual geometry in the 3D view (without any non uniform distortion)
Added subscriber: @Rawalanche
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
Hm, can confirm there is something wrong with
Correct Aspect
.Works fine with the material(s) unlinked.
Will check.
Caused by
9296ba8674
btw.This issue was referenced by
d917d7cf94
Think this is actually quite important and would be good to have in 2.92 (unless I am really misunderstanding something here), will set to High priority.
Changed status from 'Confirmed' to: 'Resolved'
Added subscriber: @Jonathan-Hart
Hello all I believe this might have something to do with the Origins of the mesh creation, when i use the new mesh creation tool, it causes uv distortion when correct aspect is checked, but if i create a very similar mesh without using the quick tools it does NOT distort. I didn't know if this helps =o