Cube UV projection correct aspect option does not work correctly with multiple assigned materials #86358
Labels
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
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#86358
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
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
Expected: The aspect ratio should be corrected per material.
Result: The aspect ratio of textures in incorrect on one of the two materials.
Added subscriber: @Rawalanche
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
Hi @Rawalanche , looks wrong indeed, will check.
Added subscriber: @ideasman42
Changed status from 'Confirmed' to: 'Needs Developer To Reproduce'
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
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:
@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.
@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
Riffing on code above, partial fix : D14852
This issue was referenced by
1c1e842879
Changed status from 'Needs Developer To Reproduce' to: 'Resolved'