UV Packing

In this tab of the UV Manager, you will find various settings for rearranging and optimizing existing UV islands.

Well, isn't that what the functions in the 'Automatic UV" tab already do? Correct, these are partial functionalities of the automatic UV mapping. If you remember: Automatic UV mapping takes several steps in succession:

  1. Unwrapping the UV mesh
  2. Relaxing the UV mesh
  3. Packing the UV mesh

The settings in this tab are therefore only limited to the 3rd step: the optimal arrangement of the existing UV islands without creating new ones (exceptions prove the rule, see Rasterized). In most cases, the aim is to make good use of the UV space so as not to waste any texture area.

To restrict the effect of packing to certain areas, make polygon selections.

The 3 modes

The 3 UV pack modes with different UV meshes. On the left is the initial UV state before packing.

When to use which mode:

Please note that pressing the Apply button several times can always produce different results. In contrast to other operations, there are an infinite number and no single, unique packing solution. The algorithm is heavily dependent on the 'fed' UV mesh. This means that different UV meshes lead to different results.

Resolution

Enter the texture size - if known - on which you want to paint. It's all about the height to width ratio so that the UV mesh can be designed appropriately. An input of 1024/1024 leads to the same result as e.g. 850/850.

Gap Size

Increasing value for Gap Size from left to right.

Enter the minimum distance between the UV islands in pixels (Gap Size) here. Please note that valuable texture area is lost as the minimum distance increases. This is particularly important for many small UV islands. A small distance between the UV islands is necessary to prevent color overlapping at the seams when painting. With larger values, the UV islands are scaled smaller and smaller, unless you prohibit this. Note that in Geometric mode, larger values have increasingly less effect.

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UV Space

This setting is used to edit UV meshes of several selected objects together. The motive behind this is usually the use of one material for several objects.

UV Packing of two selected objects with the various options (Scaling 'Auto + Fit' in each case).

In the upper half you can see the scene with 2 objects (T. rex - blue and plate - green) and their two UV meshes. The two meshes initially know nothing about each other, a common texture would not work, for example, as the UV meshes of both objects would partially overlap and identical textures would be projected there.

Various things can be achieved using the following options:

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Start Tile

If you want to extend the packing to other tiles within the UDIM functionality, you can specify a start tile here (e.g. 0.1 to begin with UDIM Tile 1011) from which the UV elements are to be distributed if there is not enough space on the current tile.

It is then possible, for example, to distribute a packed tile to several others:

Start tile 0.0 and large gap size automatically distributes the UV islands over several tiles.

To do this, simply set Gap Size to a larger value and prevent Scaling (e.g. by setting Preserve there). Alternatively, you can also define a higher Texel density.

Note:If the algorithm overshoots the mark and places UV tiles to the right of tile 1010, for example, these can simply be moved to valid areas using the commands in the 'Transform' tab.
Also note that UV islands that do not fit on a single tile will result in them being placed in negative UV spaces. These must then be moved or scaled manually as described above.
Tip:

If you do not want to use the UDIM functionality (or undo UDIM projection and put everything back on the first tile), this should always be set to 0,0 - and Scaling to Auto + Fit. The latter scales the UV elements so that they fit on the first tile, which corresponds to the traditional UV projection.

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Orientation

Here you can specify the extent to which UV elements may be rotated during packing:

Please note that this option is not taken into account in Rasterized mode. Free always applies here.

Scaling

Use these settings to define whether and how UV islands are scaled when packing. You can select from the following options:

The various scaling options.

Texel Density

If you have set Texel Density under Scaling, you can define it here (for details, see Texel ensity tab).

Overlap Identical Islands

Overlap Mirrored Islands

The object shown in the illustration above is first exposed to a cuboid projection and then packed using 'UV packing'. Note how in the middle illustration below no consideration is initially given to identical or mirrored UV islands and each island takes up its own UV area. As soon as you activate Overlad Identical Islands, corresponding UV islands are superimposed.

The algorithm therefore attempts to find identical or mirrored UV islands in order to superimpose them congruently. The texture is then projected identically onto the corresponding UV islands.

Note:In some cases, both options lead to identical results:
  • if Overlad Identical Islands is activated, identical shapes or shapes that are identical when rotated 90°, 180° or 270° fall under this criterion.
  • if Overlap Mirrored Islands is activated, identical shapes or shapes in which one axis is mirrored and these are then identical fall under this criterion. This function does not apply to axially symmetrical UV islands (e.g. to fold one half onto the other).
In the example above, nothing needs to be rotated or mirrored to create identical shapes. Both options therefore lead to identical results.

Stretch to Fit

See Stretch to Fit.

Skip Populated Tiles

If you want to pack across several tiles - see also Start Tile - this option decides whether tiles that already contain UV elements should be skipped. This means that there can be no overlaps.