I used this to organize UVs for multiple vehicles to get the UV space needed for the up-close detail the director wanted. It ended up being over 50 tiles for each vehicle, and it was a breeze with this tool. Everything was done in Unreal, so there was no cheating with the UVs allowed lol. I'm sure I'll continue to use it for a long time! Thank you!
Hello, I'll very much appreciate it if you could suggest some method for my issue. I need to select faces that aren't visible from any\every direction, but models don't intersect with each other (f.e. some part of one pipe with a small diameter is inserted in another with a bigger diameter ). My solution is to bake AO to vertex colors and then foreach mesh: 1. for each face on mesh - get vert list this face consists of 2. get vert color for every vert from this list (for this face), sum them up, and divide by the number of verts - to get the shadowing for this face 3. if shadowing < some value, delete this face The flaw of this algorithm is that the ao bake is uneven, and meshes are affected by other meshes that are very close to tach other but the AO affected sides are seen from the camera - this leads to the deletion of faces heavily affected by AO, but in the same time visible from the camera
That's an interesting idea. I think can adjust the AO shader so meshes that come close don't bake on to each other. Other than that the only thing I could suggest is to turn on camera based selection and make a selection from all 6 viewport directions and delete the faces that way.
I assume you're talking about creating edge loops with a chamfer correct? In Maya bevel the edge and then set the number of segments to 1 and set chamfer to off.
hey malcolm, i really love the uv scripts but it has been a big hastle for me to use it efficiently because of my screen res, i have a 720p monitor and bottom of the V scipt is out of the screen and i can not use it at all, is there a way to add a slider to scroll the script or do something?? thanks!
Oh wow, 720p, that is wild. I'm still on 1080p monitor so I make sure to never make the tool taller than 1080p, but I never thought anyone would still be using 720. Let me look into it, I'm not sure how to do a scroll bar at the moment.
@@malcolm341 hahaha 🤣 all good man, i think its time to finally get on a 1080p smh, my work monitor is gud but at home havnt had the chance to get a 1080p monitor, still loving the scripts, keep up the great work ❤️
@@nikhilb1502 Thanks, another suggestion would be if you have nVidia card is to adjust your desktop resolution to 1080p while using Maya, you might not like how soft the edges get, but all the tools will fit.
Quick question. I have your mel mega pack. I realized it doesn't have this update. Do I have to buy the udim script separately to get the updates? Thanks
Nope, just download the Mega Pack again delete the shelf in Maya and reload it from the downloaded file. The Mega Pack is always up to date on Gumroad/Artstation and you can download the latest version at any time.
@@borantube I just downloaded the Mega Pack from Gumroad and it's up to date, perhaps you did not delete the existing shelf in Maya first, or you accidentally loaded the old shelf from a previous download. udimPacker v1.2 is the latest version.
@matteogolinelli6252 maintaining user defined stacking of shells is only supported in the uvMapper Toolbox currently. I had thought UDIM was usually not stacked so I did not include that feature.
@@malcolm341 i have bought the entire mega pack so will look into it. Would be nice maybe to include that in some features updates, I see there is the checkbox „stack“ but does a mess with my user defined stacked shells and mix all of them around, I am working on big game asset with a lot of symmetrical meshes and to keep my UDIMS acceptable, staking them is imperative
also playing around wih hose tool combined, i noticed that group is red only by the corrisponding layout UV of the same uvMapper, if i use send shells to UV from udimPacker the groups are not taken into consideration anymore@@malcolm341
@@Penetratore Yes correct the udimPacker ignores any user defined grouping. Another user has reported that the grouping system is completely broken in the current release and I'm seeing that too on my end too. When I get that fixed, you should be able to use this workaround. If the grouping system is working for on your machine you can use this workaround right now. Layout the UVs with grouping the way you like in uvMapper so everything is stacked the way you like, then use udimPacker send UV to UDIM and turn off the auto pack shells checkbox, this will keep your layout and just move the shells to the UDIM you want. Let me know how it goes I'll start looking into why the grouping is not working.
i will try now what you suggested, also, due to the amount of shells i have to maintain stacked, in order to work with as few UDIM as possible, 20 groups i see i am running out fast. I don't know if it is relatively easy for you to increase their amount @@malcolm341
The tool is great. I have one suggestion. Next to the UDIM selection box, there could be a button that selects all shells on that UDIM. Of course we can set it manually. But if you have a very small shells and small paadding, it usually selects something from a neighboring UDIM.
I've actually looked into this and haven't figured out how to do it, there are no commands built into Maya that I could find that associate what UV shells exist in what UDIM tile. There might be a way to use the code I have for selecting overlapping shells to select the contents of a single tile, I'll have to try it and see if it works or not.
I think I've figured out a way to do this, how about if you select one or more shells from a tile and then click the button and it will select everything in that tile, this would also allow you to select two or more tile contents if you wanted to. I'll try to write the code and see if it works.
Hi, I bought your script. Setting up the texel density is really quite fast compared to the Maya tool. But I noticed one mistake. Your Orient Shel to Edge tool is very slow. Maya tool does it much faster. Nevertheless I recommend this script.
Thanks for your purchase, glad you like the tool. I'll investigate whey the orient to edge is running slow, it should just be calling the default Maya tool.
@@sawtom I'm not having the slowdown on my end, can you provide more details, what does the model look like and how many edges or UVs do you have selected when you orient, and how many objects/shells are you running it on?
@@malcolm341 Complicated UV, architecture. Automatically unfolded, so there are a lot of elements. I mark one loop on one shell. Maya tool works immediately. I did a test and I know what the problem is. If I have a small, typical number of shells, there is no problem. When the number of shells is increasing, your script starts to slow down. In my case 20 UDIM are occupied and the number of schell on a single UDIM is from 100 to 1000. In this case the slowdown is very high.A similar file, I mean the number of shells per UDIM, but with 7 UDIM occupied. The delay is there, but much smaller.
@@sawtom can you send me your file so I can test it and figure out what the problem is, or if you can't share that file can you make me a test file that runs slow and I'll try to fix it. Send to malcolm341@gmail.com
I used this to organize UVs for multiple vehicles to get the UV space needed for the up-close detail the director wanted. It ended up being over 50 tiles for each vehicle, and it was a breeze with this tool. Everything was done in Unreal, so there was no cheating with the UVs allowed lol. I'm sure I'll continue to use it for a long time! Thank you!
Oh wow, that's great. Thanks for letting me know you found this tool useful in your workflow.
Omg! Select pack overflow is amazing! Thanks Malcolm!
That's great, I'm glad you find that feature useful.
Great update! The orient shells horz/vert will be so useful
Thanks, that's been added to the UV Mapping toolbox as well.
@@malcolm341 Awesome!
Hello, I'll very much appreciate it if you could suggest some method for my issue. I need to select faces that aren't visible from any\every direction, but models don't intersect with each other (f.e. some part of one pipe with a small diameter is inserted in another with a bigger diameter ). My solution is to bake AO to vertex colors and then foreach mesh:
1. for each face on mesh - get vert list this face consists of
2. get vert color for every vert from this list (for this face), sum them up, and divide by the number of verts - to get the shadowing for this face
3. if shadowing < some value, delete this face
The flaw of this algorithm is that the ao bake is uneven, and meshes are affected by other meshes that are very close to tach other but the AO affected sides are seen from the camera - this leads to the deletion of faces heavily affected by AO, but in the same time visible from the camera
That's an interesting idea. I think can adjust the AO shader so meshes that come close don't bake on to each other. Other than that the only thing I could suggest is to turn on camera based selection and make a selection from all 6 viewport directions and delete the faces that way.
love it Malcolm!
Hello friend, please tell me if there is a script that makes chamfer vertex like in 3dsmax, but I can't find it in Maya
I assume you're talking about creating edge loops with a chamfer correct? In Maya bevel the edge and then set the number of segments to 1 and set chamfer to off.
hey malcolm, i really love the uv scripts but it has been a big hastle for me to use it efficiently because of my screen res, i have a 720p monitor and bottom of the V scipt is out of the screen and i can not use it at all, is there a way to add a slider to scroll the script or do something??
thanks!
Oh wow, 720p, that is wild. I'm still on 1080p monitor so I make sure to never make the tool taller than 1080p, but I never thought anyone would still be using 720. Let me look into it, I'm not sure how to do a scroll bar at the moment.
@@malcolm341 hahaha 🤣 all good man, i think its time to finally get on a 1080p smh, my work monitor is gud but at home havnt had the chance to get a 1080p monitor, still loving the scripts, keep up the great work ❤️
@@nikhilb1502 Thanks, another suggestion would be if you have nVidia card is to adjust your desktop resolution to 1080p while using Maya, you might not like how soft the edges get, but all the tools will fit.
Quick question. I have your mel mega pack. I realized it doesn't have this update. Do I have to buy the udim script separately to get the updates? Thanks
Nope, just download the Mega Pack again delete the shelf in Maya and reload it from the downloaded file. The Mega Pack is always up to date on Gumroad/Artstation and you can download the latest version at any time.
@@malcolm341 I did that it still shows me the old udim packer in Maya. Downloaded mega from gumroad.
@@borantube I just downloaded the Mega Pack from Gumroad and it's up to date, perhaps you did not delete the existing shelf in Maya first, or you accidentally loaded the old shelf from a previous download. udimPacker v1.2 is the latest version.
@@malcolm341 Yeap it was me. Was using the old one I put on my custom shelf :) All good and thanks again.
great!!
question, i am having some troubles to stack and maintain stacked my UV during the process of " send UV to UDIM.
@matteogolinelli6252 maintaining user defined stacking of shells is only supported in the uvMapper Toolbox currently. I had thought UDIM was usually not stacked so I did not include that feature.
@@malcolm341 i have bought the entire mega pack so will look into it. Would be nice maybe to include that in some features updates, I see there is the checkbox „stack“ but does a mess with my user defined stacked shells and mix all of them around, I am working on big game asset with a lot of symmetrical meshes and to keep my UDIMS acceptable, staking them is imperative
also playing around wih hose tool combined, i noticed that group is red only by the corrisponding layout UV of the same uvMapper, if i use send shells to UV from udimPacker the groups are not taken into consideration anymore@@malcolm341
@@Penetratore Yes correct the udimPacker ignores any user defined grouping. Another user has reported that the grouping system is completely broken in the current release and I'm seeing that too on my end too. When I get that fixed, you should be able to use this workaround. If the grouping system is working for on your machine you can use this workaround right now. Layout the UVs with grouping the way you like in uvMapper so everything is stacked the way you like, then use udimPacker send UV to UDIM and turn off the auto pack shells checkbox, this will keep your layout and just move the shells to the UDIM you want. Let me know how it goes I'll start looking into why the grouping is not working.
i will try now what you suggested, also, due to the amount of shells i have to maintain stacked, in order to work with as few UDIM as possible, 20 groups i see i am running out fast. I don't know if it is relatively easy for you to increase their amount @@malcolm341
What's the best way to contact you regarding a suggestion for a new script?
artstation messenger, or e-mail if you want to include attachments. malcolm341@gmail.com
The tool is great. I have one suggestion.
Next to the UDIM selection box, there could be a button that selects all shells on that UDIM.
Of course we can set it manually. But if you have a very small shells and small paadding, it usually selects something from a neighboring UDIM.
I've actually looked into this and haven't figured out how to do it, there are no commands built into Maya that I could find that associate what UV shells exist in what UDIM tile. There might be a way to use the code I have for selecting overlapping shells to select the contents of a single tile, I'll have to try it and see if it works or not.
I think I've figured out a way to do this, how about if you select one or more shells from a tile and then click the button and it will select everything in that tile, this would also allow you to select two or more tile contents if you wanted to. I'll try to write the code and see if it works.
@@malcolm341 Hi,
sounds like the perfect solution.
@@sawtom Okay the feature has been added czcams.com/users/postUgkxH2pd_4M_Kuq2etR4MhZxi4158iSH-AVX
Amazing stuff as usual! Thank you!
Thanks Omar.
Amazing as always!
Thanks!
💙
Hi,
I bought your script. Setting up the texel density is really quite fast compared to the Maya tool. But I noticed one mistake. Your Orient Shel to Edge tool is very slow. Maya tool does it much faster. Nevertheless I recommend this script.
Thanks for your purchase, glad you like the tool. I'll investigate whey the orient to edge is running slow, it should just be calling the default Maya tool.
@@malcolm341 I'm using Maya 2022.3, Windows 11
@@sawtom I'm not having the slowdown on my end, can you provide more details, what does the model look like and how many edges or UVs do you have selected when you orient, and how many objects/shells are you running it on?
@@malcolm341 Complicated UV, architecture. Automatically unfolded, so there are a lot of elements. I mark one loop on one shell. Maya tool works immediately. I did a test and I know what the problem is. If I have a small, typical number of shells, there is no problem. When the number of shells is increasing, your script starts to slow down. In my case 20 UDIM are occupied and the number of schell on a single UDIM is from 100 to 1000. In this case the slowdown is very high.A similar file, I mean the number of shells per UDIM, but with 7 UDIM occupied. The delay is there, but much smaller.
@@sawtom can you send me your file so I can test it and figure out what the problem is, or if you can't share that file can you make me a test file that runs slow and I'll try to fix it. Send to malcolm341@gmail.com
yes! you'v done exacly what i ment)) I have more cool ideas!
Great, glad this is what you needed.
@@malcolm341 you are amazing sir! glad that maya comunity has you!