Cube UV projection correct aspect option does not work correctly with multiple assigned materials #86358

Closed
opened 2021-03-07 11:29:15 +01:00 by Ludvik Koutny · 15 comments
Contributor

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 461.40

Blender Version
Broken: version: 2.92.0, branch: master (modified), commit date: 2021-02-24 16:25, hash: 02948a2cab
Worked: (newest version of Blender that worked as expected)

Short description of error
When UV mapping meshes with multiple assigned materials containing textures of different aspect ratios, the "Correct" aspect option is not used individually, per assigned material, resulting in incorrectly stretched UV maps.

Exact steps for others to reproduce the error

  1. Create a cube in a new, empty .blend file (make sure to delete the default cube and then re-add the new one straight away).
  2. Create a new material and assign it a texture of a square aspect ratio as based color, then assign it to the cube.
  3. Create another new material, and assign it a texture of non square aspect ratio (some visibly elongated rectangle).
  4. Enter edit mode, select a few faces of the cube, and assign it tne other material, so that you end up with a cube which as two different materials in some of its faces.
  5. Perform "Cube Projection" UV mapping operator and make sure the "Correct Aspect" is checked.
    Expected: The aspect ratio should be corrected per material.
    Result: The aspect ratio of textures in incorrect on one of the two materials.
**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 461.40 **Blender Version** Broken: version: 2.92.0, branch: master (modified), commit date: 2021-02-24 16:25, hash: `02948a2cab` Worked: (newest version of Blender that worked as expected) **Short description of error** When UV mapping meshes with multiple assigned materials containing textures of different aspect ratios, the "Correct" aspect option is not used individually, per assigned material, resulting in incorrectly stretched UV maps. **Exact steps for others to reproduce the error** 1. Create a cube in a new, empty .blend file (make sure to delete the default cube and then re-add the new one straight away). 2. Create a new material and assign it a texture of a square aspect ratio as based color, then assign it to the cube. 3. Create another new material, and assign it a texture of non square aspect ratio (some visibly elongated rectangle). 4. Enter edit mode, select a few faces of the cube, and assign it tne other material, so that you end up with a cube which as two different materials in some of its faces. 5. Perform "Cube Projection" UV mapping operator and make sure the "Correct Aspect" is checked. Expected: The aspect ratio should be corrected per material. Result: The aspect ratio of textures in incorrect on one of the two materials.
Author
Contributor

Added subscriber: @Rawalanche

Added subscriber: @Rawalanche
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Philipp Oeser self-assigned this 2021-03-07 13:52:30 +01:00
Member

Hi @Rawalanche , looks wrong indeed, will check.

Hi @Rawalanche , looks wrong indeed, will check.
Philipp Oeser removed their assignment 2021-03-09 22:57:50 +01:00
Member

Added subscriber: @ideasman42

Added subscriber: @ideasman42
Member

Changed status from 'Confirmed' to: 'Needs Developer To Reproduce'

Changed status from 'Confirmed' to: 'Needs Developer To Reproduce'
Member

Checked on this, and atm. this works based on the active selected face.

So if a face with material 1 is selected it will get the aspect from that associated image.
Likewise, if a face with material 2 is selected, it will base the unwrap on the aspect of that image.

So, this might already help in your workflow.
(we should probably mention this in the manual here https://docs.blender.org/manual/en/dev/modeling/meshes/editing/uv.html#id4)
This also means that in the end, this is working as intended [would not be considered a bug I am afraid]

We could of course make this automatically consider all faces individually [which will have a performance impact of course, so if interesting, this would have to be some sort of option], but this would do it:
P2024: T86358_snippet



diff --git a/source/blender/editors/uvedit/uvedit_unwrap_ops.c b/source/blender/editors/uvedit/uvedit_unwrap_ops.c
index fc5f41e8ed5..3e2d439cd91 100644
--- a/source/blender/editors/uvedit/uvedit_unwrap_ops.c
+++ b/source/blender/editors/uvedit/uvedit_unwrap_ops.c
@@ -221,6 +221,15 @@ static bool uvedit_have_selection_multi(const Scene *scene,
   return have_select;
 }
 
+static void ED_uvedit_face_get_aspect(Object *ob, BMFace *efa, float *r_aspx, float *r_aspy)
+{
+  Image *ima;
+
+  ED_object_get_active_image(ob, efa->mat_nr + 1, &ima, NULL, NULL, NULL);
+
+  ED_image_get_uv_aspect(ima, NULL, r_aspx, r_aspy);
+}
+
 void ED_uvedit_get_aspect(Object *ob, float *r_aspx, float *r_aspy)
 {
   BMEditMesh *em = BKE_editmesh_from_object(ob);
@@ -1456,33 +1465,26 @@ static void correct_uv_aspect(Object *ob, BMEditMesh *em)
 
   const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
 
-  ED_uvedit_get_aspect(ob, &aspx, &aspy);
-
-  if (aspx == aspy) {
-    return;
-  }
+  BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
+    if (!BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
+      continue;
+    }
 
-  if (aspx > aspy) {
-    scale = aspy / aspx;
+    ED_uvedit_face_get_aspect(ob, efa, &aspx, &aspy);
 
-    BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
-      if (!BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
-        continue;
-      }
+    if (aspx == aspy) {
+      continue;
+    }
+    if (aspx > aspy) {
+      scale = aspy / aspx;
 
       BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
         luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
         luv->uv- [x] = ((luv->uv- [x] - 0.5f) * scale) + 0.5f;
       }
     }
-  }
-  else {
-    scale = aspx / aspy;
-
-    BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
-      if (!BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
-        continue;
-      }
+    else {
+      scale = aspx / aspy;
 
       BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
         luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);

I am keeping this open if this is interesting for the UV Editing module CC @ideasman42 , but will step down until a decision about this has been made from the module.

Checked on this, and atm. this works based on the active selected face. So if a face with material 1 is selected it will get the aspect from that associated image. Likewise, if a face with material 2 is selected, it will base the unwrap on the aspect of that image. So, this might already help in your workflow. (we should probably mention this in the manual here https://docs.blender.org/manual/en/dev/modeling/meshes/editing/uv.html#id4) This also means that in the end, this is working as intended [would not be considered a bug I am afraid] We could of course make this automatically consider all faces individually [which will have a performance impact of course, so if interesting, this would have to be some sort of option], but this would do it: [P2024: T86358_snippet](https://archive.blender.org/developer/P2024.txt) ``` diff --git a/source/blender/editors/uvedit/uvedit_unwrap_ops.c b/source/blender/editors/uvedit/uvedit_unwrap_ops.c index fc5f41e8ed5..3e2d439cd91 100644 --- a/source/blender/editors/uvedit/uvedit_unwrap_ops.c +++ b/source/blender/editors/uvedit/uvedit_unwrap_ops.c @@ -221,6 +221,15 @@ static bool uvedit_have_selection_multi(const Scene *scene, return have_select; } +static void ED_uvedit_face_get_aspect(Object *ob, BMFace *efa, float *r_aspx, float *r_aspy) +{ + Image *ima; + + ED_object_get_active_image(ob, efa->mat_nr + 1, &ima, NULL, NULL, NULL); + + ED_image_get_uv_aspect(ima, NULL, r_aspx, r_aspy); +} + void ED_uvedit_get_aspect(Object *ob, float *r_aspx, float *r_aspy) { BMEditMesh *em = BKE_editmesh_from_object(ob); @@ -1456,33 +1465,26 @@ static void correct_uv_aspect(Object *ob, BMEditMesh *em) const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV); - ED_uvedit_get_aspect(ob, &aspx, &aspy); - - if (aspx == aspy) { - return; - } + BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) { + if (!BM_elem_flag_test(efa, BM_ELEM_SELECT)) { + continue; + } - if (aspx > aspy) { - scale = aspy / aspx; + ED_uvedit_face_get_aspect(ob, efa, &aspx, &aspy); - BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_SELECT)) { - continue; - } + if (aspx == aspy) { + continue; + } + if (aspx > aspy) { + scale = aspy / aspx; BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); luv->uv- [x] = ((luv->uv- [x] - 0.5f) * scale) + 0.5f; } } - } - else { - scale = aspx / aspy; - - BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) { - if (!BM_elem_flag_test(efa, BM_ELEM_SELECT)) { - continue; - } + else { + scale = aspx / aspy; BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) { luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); ``` I am keeping this open if this is interesting for the `UV Editing` module CC @ideasman42 , but will step down until a decision about this has been made from the module.

@lichtwerk an issue with having per-face aspect is one UV island may use two different materials (which you would typically want to treat as a single UV island).

Possible options:

  • No aspect correction.
  • Aspect correction: average (where each island is assigned an aspect based on the materials of the faces it uses).
  • Aspect correction: per-face (where every face is scaled based on it's materials which may separate UV islands).
@lichtwerk an issue with having per-face aspect is one UV island may use two different materials (which you would typically want to treat as a single UV island). Possible options: - No aspect correction. - Aspect correction: average (where each island is assigned an aspect based on the materials of the faces it uses). - Aspect correction: per-face (where every face is scaled based on it's materials which may separate UV islands).
Member
  • uv_editing is part of #modeling, no?
- uv_editing is part of #modeling, no?

@lichtwerk yes, as this is a TODO, it doesn't seem so useful to keep in both workboards (modelling workboard is currently overloaded), but if it's important to keep in both I don't mind.

@lichtwerk yes, as this is a TODO, it doesn't seem so useful to keep in both workboards (modelling workboard is currently overloaded), but if it's important to keep in both I don't mind.
Member

@ideasman42: would prefer to keep #modeling (since only that is considered a real "top-level" module in many discussions, if we change that - which is of course possible - it would just need a couple of tweaks in the way we comunnicate this)

@ideasman42: would prefer to keep #modeling (since only that is considered a real "top-level" module in many discussions, if we change that - which is of course possible - it would just need a couple of tweaks in the way we comunnicate this)

Added subscriber: @Chris_Blackbourn

Added subscriber: @Chris_Blackbourn

Riffing on code above, partial fix : D14852

Riffing on code above, partial fix : [D14852](https://archive.blender.org/developer/D14852)

This issue was referenced by 1c1e842879

This issue was referenced by 1c1e8428791fe376ec67ff96b15b5deae8f18296

Changed status from 'Needs Developer To Reproduce' to: 'Resolved'

Changed status from 'Needs Developer To Reproduce' to: 'Resolved'
Campbell Barton self-assigned this 2022-05-10 03:15:46 +02:00
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#86358
No description provided.