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Found 17 results

  1. Running Unity 2018.1.0b13 and imported ProBuilder 3.0.2 through package manager. Just created a new project and made some cubes, and I'm getting warnings: There are 4 objects in the Scene with overlapping UV's. Please see the details list below or use the 'UV Overlap' visualisation mode in the Scene View or Object Maps for more information. - Cube (3): 418 texels - Cube (2): 416 texels - Cube: 416 texels - Cube (1): 316 texels I know what overlapping UVs mean, but this shouldn't be happening on newly created cubes?
  2. We are making a game in Unity that only uses flat colors (no textures). Instead of having many different materials that have different colors, we are considering making a texture atlas that will be used as a color chart. Each model will then pick the right color in this atlas using its UV coordinates. This is to limit the amount of batches we need to make. E.g., UV coordinate (0,0) is red; UV coordinate (1,1) is green. Is it possible to manually override all UV coordinates for models made in ProBuilder? I have tried the UV Editor, but what I want is to just specify the values manually. I can do it via a script, but this creates a new Mesh instance and requires some run-time code. Vector2 Color = new Vector2(1,1); // green mesh = GetComponent<MeshFilter>().mesh; Vector2[] uvs = mesh.uv; for (int i = 0; i < uvs.Length; i++) { uvs[i] = Color; mesh.uv = uvs; }
  3. Protozoaire

    UV alignment on cylinder objects

    Probuilder Advanced 2.9.5f3 Unity 2017.1.0f3 Personnal I'm using Probuilder to do archeological 3D restitution and I spend days on texturing a lot of cylinder objects. Is there a way to avoid that issue when aligning UV with autostitch:
  4. Unity 2017.1.0f3 (64-bit) Probuilder Advanced 2.9.7f5 I work very frequently on cylinder objects and smooth edges. It's currently not supported by the UV tool. I use "manual/box" or "manual/plane" button to have a start, then I manually align each faces of my objects, and that's long, very long. What would be awesome is a "manual/cylinder" button or an auto-growing-stiching function like that: I currently align each vertex one by one:
  5. Hi, I edit some of my meshes with QuickEdit, and when I try to bake lightmaps, I get this Yellow Warning on some my meshes and console "Zero UV area or surface area on mesh", which I previously edited with QuickEdit. As result, lightmaps does not include this meshes even if they are static ( No lightmaps No shadow maps ). The strange things is If I edit 10 meshes with QuickEdit, not all of them affected, just some of them, it is like rolling a dice, chance factor. I use latest version of QuickEdit and Unity 5.6.4p1. This could be a kind of bug which broke the mesh structure so lightmaps does not include them anymore.
  6. Protozoaire

    Probuilderize - Black UV

    - Windows 10 x64 - Unity 5.5.0f3 Personal - ProBuilder Advanced 2.9.0f3 When I Probuilderize without "Preserve Faces", the mesh's texture become black. I try to "repare entity material" and "generate uv2".
  7. sweetclimusic

    normal thief(stealing?)

    I've read the two threads, but not sure they are the right fit. I am wanting to make soft trees but not with unity tree creator, instead I would like to make trees like this? https://simonschreibt.de/gat/airborn-trees/ basically you have a mass shape thats the tree's body and then the leaves are children that have the same normals as the main tree shape. But the article states this is done in 3ds max or something. So can you do this in Probuilder? I have my tree trunk and I'm now wanting to add the leaves using this style. I've built a untested shader (my first)... as I 've modeled the probuilder mesh that will hold the leaves. Shader "Test Shaders/Normal UV Thief" { Properties { [Normal] _ParentTexBump("Bumpmap",2D) ="bump"{} [Tooltip("Thief Texture is actually the main text to be rerendered")] _ThiefTex("Texture",2D) = "white" {} } SubShader{ Tags{} CGPROGRAM #pragma surface surf StandardSpecular Sampler2D uv_MainTexBump; Sampler2D uv_ThiefTex; struct Input { float2 uv_MainTexBump; float2 uv_ThiefTex; }; #new surface shader for this object void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_ThiefTex, IN.uv_ThiefTex).rgba; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); o.Alpha = 1; } ENDCG } Fallback VertexLit; }
  8. I'm working on a runtime level editor using ProBuilder. I have face translation working, but the pb_Object's uv's change when I move the face. I want them to maintain their position in world space (I think that's the best way to describe it). How I want the UV's to behave (using ProBuilder tools). https://gyazo.com/d8ee8d45a145b91a26769abe10d006cf How they currently behave (runtime editor). https://gyazo.com/91abbad97d74cb5c605983c2228ce6ff I'm using this line to translate the face. pb.TranslateVertices (this.selection.face.distinctIndices, this.selection.normal.normalized * dist.z); I would appreciate any help!
  9. Version 2.6.5f0 Trying to render out UV templates to png images, it's completely broken. My object is a fully welded, manually UV wrapped "room". Attached images should show the problem reasonably well enough. Things noticed: - Depending on image size, the results change. - When face materials is on in the UV editor, they are not rendered in the correct place / scale .. etc. - The edges are not rendered in the correct place. Perhaps it's just the object I'm testing, but it is properly welded and unwrapped (see images).
  10. Hello, I was building my level, finished with the layout and then started to add textures to walls. However, I've hit a dead end. I would like to select more than 2 different faces from different objects, which are right next to each other, together combining a wall, and apply a texture which would stretch or tile (doesn't matter which) uniformly across all the selected faces. Problems arise, around window panes or door frames, which are surrounded by minimum of 3 objects, that are part of the same wall. When I apply the materials, what happens, is that textures are applied separately to faces, without having any idea about adjacent walls. The effect I am trying to achieve is something that is built in to GtkRadiant. If you select 2 or more faces that are adjacent to each other and apply the texture at the same time, the face select acts as if I've chosen one object only. What I would like to achieve: As you can see, left and bottom parts (in red) are different wall pieces, however when I select these 2 faces and apply the texture at the same time, radiant is aware of this and stretches the texture accordingly. What I would not like to happen: Applying materials does not take into account adjacent faces. Thank you, Cheers, quid3st
  11. I am using Probuilder Basic for a few prototyping on a procedurally generated map. As such, I need to instantiate the map on Runtime, which consists of creating several Prefab Rooms. Since Unity 5 doesn't support Lightmapped Prefabs, Unity's employees provided a sample project with a solution in this thread: http://forum.unity3d.com/threads/problems-with-instantiating-baked-prefabs.324514/ The solution basically consists of baking every prefab in a separate scene, saving the lightmap data in a special script which, on Awake, adds the lightmap information to the instantiated prefab in whatever scene it is instantiated in. This method worked well in Unity's basic shapes. However, in Probuilder's objects, this happens: The lightmap shows unmapped in each face's corner. After some experimentation, I noticed that, while playing, double flipping the object's normals, or calling "conform normals" fixed the object, becoming this: And after some more experimentation, I concluded that the method which fixes the UVs is "ProBuilder2.EditorCommon.pb_Editor_Mesh_Utility.Optimize()". This Optimize method somehow fixes the UVs, but since it is an editor method, I can't even call it in the object's start to fix the UVs. Also, since I can't see what's inside, I can't know what is fixing the UV's. Can someone help me find a solution to this problem? Thank you very much. Xkynar
  12. Crovean

    Texture is stretching

    Hey all! I'm trying to do some texturing in ProBuilder, just for testing purpose and I encountered this little problem. As far as I can tell this isn't tiling.. at all. All I did was created a new cube object, added a material using the Material Tool for PB and then checked if the Fill Mode was set to tiling and resized my cube.. The other half of the cubes texture is stretched in a weird way and not tiled as I expected it to be.. What am I doing wrong? I think I have tried everything so far without a decent result...
  13. Hi! Love the product, and am starting to test some textures in the UV Editor. I'm attempting to group a lot of different meshes textures in the same 2048 sized one, which would mean shrinking down their UV sizes in the UV Editor appropriately. The snag I'm hitting is either with snapping or some kind of limitation with how precise that can be. At this shrunken size I get a lot of issues, here's one that easy to see below, where one of the circles on the back can't be the correct size. I'm not certain if this has to do with snapping, or if I'm just being dense when it comes to UV Editing, but I'm wondering if there's a limitation to the sizes that can be worked on in the editor. It seems like the verts I'm moving around in the UV editor are limited to 2048x2048 points, unlike the 3d verts which can be like unlimited decimals. If anyone could shed some light on that or some best practices it would be great! Cheers!
  14. Hello! Please excuse that I really don't know the right terms to discuss UVs. It's all brand new to me. I've made a little pillar in ProBuilder, and I'm trying to use it in Substance Designer. I've opened the UV editor and moved the UVs so they're not on top of each other. However, it looks like there's a bounding box of sorts, and the UVs are outside of it (and much larger than it). Before I moved the UVs, they were kind of stacked on top of each other (is that normal?), but the longer pieces were extending beyond the frame of the "bounding box". I have no doubt I've made quite a few mistakes in my workflow here, but is there away to kind of automatically position the UVs so they're not stacked and are all within the box? Thanks!!
  15. WillyWonka

    Preserve UV's?

    Is there any way to preserve UV's while moving edges or verts? I'm trying to create a twisty road with 3D sidewalks. I've created a simple road by adding loops to a 1x2 plane over and over again and moving them into position. For my test the road looks like a 90 degree turn going down hill. I then lined up the UV's how I wanted them and my road texture includes a sidewalk. Next I wanted to add depth to the sidewalks but I've hit a snag. I tried inserting a loop but it always centers to the face and that put the edge in the middle of the lane. Any attempt to move that edge destroys the UV's that I previously setup. Even destroying the UV's would be fine, if I could select the entire loop and move it along the edges similar to the way that Max/Maya can, but I can't seem to find any option for that either. What would you guys suggest? Take the sidewalk into account from the very beginning?
  16. Hertzole

    Export object UV map

    Hi! I have been playing around a bit with ProBuilder and I love it! But when it comes to textureing some props in my scene it becomes pretty annoying. So why not add a "Export UV Map" option so you can export a UV map for your object that you can edit in your favourite image editing tool? This would save a lot of time when making special props. In the UV editor you would arrange the UVs to the correct positions and then you can export it. Simple as that. (Maybe not in code but for the user) I am so sorry if I've missed it (But I couldn't find anything about this feature) or if this already have been suggested!
  17. Hello Together, I wanted to texture some objects created with the Shape Tool (mainly cube+prism) using UV as I want e.g. the cube to have different textures on each facing. As this is not possible and each side has the same texture (correct me if I am wrong) I exported a cube using the ExpObj script, gave it a UV Mapping in Blender and reimported it again. The imported model is without the procore functions now and any attempt to insert them resulted in a reset of the UV mapping. I would need a possibility to use the procore editing functions for the new object or to give the Shape Tool objects different textures for each facing. Could you give me any advice? Thank you in advance