blender uv stretch with area show full red (on large scale mesh) #93084
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Reference: blender/blender#93084
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System Information
Operating system: Win 10
Graphics card: RTX 3090
Blender Version
Broken: 2.93.5
blender uv stretch with area show full red.
This how its should be:
File:
ShipsPartsTurretsTest.blend
To reproduce try open file and display stretch with area.
Added subscriber: @samrrr
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
Assume this has to do with unit scale.
With a unit scale of 1 this is almost 1.4km wide
Bringing this back to 1/100th of the scale then behaves better:
ShipsPartsTurretsTest_unitscale.blend
I guess this just results in too high numbers.
related commit:
4440739699
But of course it should not mess with the stretch like that, so confirming for now (I assume this should just take scene's
Unit Scale
into account?)blender uv stretch with area show full red.to blender uv stretch with area show full red (on large scale mesh)UE work correct only with scale 0.01. I cant change its.
Added subscriber: @JacRossiter
Hello. I've also been having the same issue. The uv stretch shows incorrectly when objects are too large. I don't want to rescale the object though as it will create issues when dealing with other programs. This seems like an issue with how blender percieves uv stretching as opposed to a user error.
Think I got a fix
Hrmf, while I have a patch the resolves the issue on large meshes, I just noticed the stretch overlay is more fundamentally broken (I think).
The overall issue is that we have the issue that changing a single UV will affect the stretch of all faces (which should not happen imho).
So the fix will need to go a bit deeper even (the whole problem is that ratios for faces are calculated from total UV area [which of course changes if you change any participating UV...]
Not sure yet if I will report this separately, but here it is in action:
#93084.webm
Can still post my patch which solves the following:
hmm, interestesting. Sounds a bit more tricky than initial though. I appreciate your work on this though so far. My fingers are crossed a solution can be found. One thing that's interesting is that average island still works fine with large meshes so perhaps that operator has a different way to calculate relative scale. Just a though :) Thanks again
Added subscriber: @ideasman42
Talked with @ideasman42 about that video I posted (but that is apparently by design atm.) and is also a lot less noticable on usual production meshes (with more polygons etc.)
So while this could also be improved, it is not going to be part of handling this bug report.
reg. the
Average Islands Scale
operator: that uses the UV parametrizer internally (afaict it uses doubles internally, this would be another possibility to look at), but that would involve a bigger rewrite of the area (and I havent checked on other implications such as performance with doing that).So for now, will post my original patch (this should solve the large scale mesh issue nicely as well), lets see what review for that gives us.
Okay great, thanks for the update! Your patch will be invaluable for a lot of meshes. :)
This issue was referenced by
f20d0de3b7
Changed status from 'Confirmed' to: 'Resolved'