Angle Based Flattening

New in this release is the Angle Based unwrapping tool, that can handle more complex meshes without the need for manual pinning. The results of LSCM, now renamed to Conformal unwrapping, are also improved. Angle Based unwrapping is intergrated exactly the same way as Conformal, and replaces it by default, with full support for seams, pins and live unwrap. A dropdown menu in the UV Calculation panel allows to choose between Conformal and Angle Based, but the latter will generally give better results. Live unwrapping is also much faster for large meshes.

Snurgle model by Colin Levy.
Flattened Snurgle.

See the Snurgle being unwrapped in real time:

download.blender.org/demo/movies/seamcut_blender242.mov

 

Implementation was based on this paper:

A. Sheffer, B. Lévy, M. Mogilnitsky, A, Bogomyakov, ABF++: Fast and Robust Angle Based Flattening, ACM Transactions on Graphics, 24(2), 311-330 2005.

 

Seam Cutting Tools

To make the seam cut, unwrap workflow faster, new seam cutting tools have been added to face select mode. Edges can now be marked as seams by a single click on them, or from one edge to another, and seams can be marked around selected faces.

  • Mark Border Seam: mark edges on the border of face selection as seam. Shortcut Key: Ctrl+E.
  • Clear Seam: clears seams in selected faces. Shortcut Key: Ctrl+E.
  • Mark/clear edge under cursor as seam. Shortcut Key: Alt+RMB .
  • Mark/clear seams along the shortest/straightest path from last marked seam. Shortcut Key: Shift+Alt+RMB.

There's a short tutorial on how to use these tools together with Angle Based unwrapping.

Unwrapped Suzanne.

Minimize Stretch

This new tool allows to improve the UV coordinates by reducing stretching. Angle Based and Conformal unwrapping strive to preserve shape, but sometimes fail to assign equal amounts of area in the UV map to all parts of the mesh. For example the ears in a head unwrap tend to get only a small part of the image. Minimize Stretch tries to improve this by assigning more area to these regions.

The Minimize Stretch tool can be used as follows. Select some UV's in the UV editor, and then press Ctrl+V. The UV's on the boundary will stay fixed, while the inner UV's get moved. By pressing Numpad +/- or the mouse wheel during this process you can blend between the original and the new UV's, to find a balance between area and shape distortion.

Other Changes

  • Pinning is now more predictable:
  • If one UV is pinned, the others belonging to the same vertex are pinned also.
  • Live unwrap is only executed on charts whose pinned UV's change.
  • Packing multiple UV charts is somewhat improved.
  • Fill Holes option, with two purposes:
  • Prevent internal overlaps (e.g. eyes, mouth) for unwrapping.
  • Allow the internal boundaries to move freely during stretch minimization. 
  • Local sticky is now enabled by default in the UV editor.
  • Changes to the UV Calculation panel.
  • The action buttons for mapping were removed from the panel, leaving only settings. All the UV mapping functions are still available from the U key menu in the 3d view, of course.
  • Some UV mapping methods have been renamed to indicated more clearly they are view dependent. Standard mapping has been renamed to Reset.
A short Angle Based unwrap demo video, from the production of Elephants Dream: 4MB Quicktime, Animation codec / 4MB MPEG4