mrven / blender-texel-density-checker Goto Github PK
View Code? Open in Web Editor NEWBlender Addon: Texel Density Checker
License: GNU General Public License v3.0
Blender Addon: Texel Density Checker
License: GNU General Public License v3.0
Hello. I really don't know anything about blender development or blender comunity in general, but I find this Add-on extremely useful.
Request: Would it be possible to publish it as a "Comunity" add-on so it appears by default in the list of Comunity add-ons when you browse the "Add-ons" tab?
Btw, this a character that I'm making using your great add-on. This addon let me ensure a 64px per unit consistency in my texel density. Thank you!
throws errors with blender 3.0
Python: Traceback (most recent call last):
File "C:\Users\XXX\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Texel_Density_3_3_291\core_td_operators.py", line 200, in execute
utils.Sync_UV_Selection()
File "C:\Users\Moert\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\Texel_Density_3_3_291\utils.py", line 52, in Sync_UV_Selection
bmesh.update_edit_mesh(mesh, False, False)
TypeError: update_edit_mesh() takes at most 1 positional argument (3 given)
location: :-1
it will get a incorrect result when wrap uv from view/camera.
I used the checker material to work on me uvs and now that I want to change it I can't. Every material I create has its texture replaced with TD_Checker and it overrides anything I put in. This is very frustrating and prevents me from continuing work on the model. Disabling the addon did not solve the problem.
I'm not sure can this plugin do this, but what I'm hoping to find is a plugin that I could use to enter the texture pixel dimensions and what the texture should be in real world scale (for example a 4860x2430px texture that I would wish to be scaled to real life 600x300 mm) and the plugin would scale the UV accordingly.
If this plugin can achieve this functionality, could you consider adding a target dimension fields to it?
Hi,
I really like this plugin. But I would love to implement it in my automation process. Setting the texel density in blender -b (background mode) is not working since this addon asks for:
if bpy.context.area.spaces.active.type == "IMAGE_EDITOR" and bpy.context.scene.tool_settings.use_uv_select_sync == False
bpy.context.area doesn't exists due to the lack of ui. Is it still possible somehow?
Best
Hi.
Could Texel Density Checker have an option to display UV distortion not just in the UV Editor, but in the Viewport as a heatmap as well.
These Right-Click-Select suggestions sum up this request quite well:
Show UV Distortion in the Viewport as a heatmap:
https://blender.community/c/rightclickselect/Zzfbbc/
Show UV distortion Heat Map in 3D View:
https://blender.community/c/rightclickselect/7hdbbc/
I have been using this addon extensively for quite some time, even before 2.8. I do a lot of environment design.
In the latest release (2.0) there is a strange bug where "set my TD" stops working completely. I can rapid-fire the button like crazy and it just won't work at all. I can demonstrate this first-hand (TooManyDemons #2125 on Discord) and I'm not sure if this bug is only for me, or if others are having a similar issue. I've reverted for now to the older update. I love your tool quite a bit and felt I should mention it. Cheers!
TD is wrong if parent has scale not 1
Every time I click one of the buttons (Calculate TD, Set My TD, etc) the addon creates two mesh copies, the first time, and then four copies every subsequent time. This seems to only happen when I have more than one uv map. I am on 3.6.
This makes the addon very unusable. On an active project the addon created a thousand meshes and ballooned the .blend file size to 28GB.
i get error when i try SET my TD in this case
probably one of the objects has NO one UV
its hard to detect when you have many objects
BLEND file - https://send.tresorit.com/a#H--tVFNk5EdAZq1UMq23bA
Add next options:
Request:
Would it be possible to set some settings also as "default"? Like for me, I am doing a lot of walls at the moment. All of them should have the same settings.
To optimize my work it would be great if I could save some settings as default, so that I don't need to set up these for every new file again and again.
In a new blend file with a cube or some other mesh, go to the uv editor, select the object in edit mode, select the UV map island, and try to press one of the 'Set TD' buttons, and I got the following error:
`Python: Traceback (most recent call last):
File "D:\blender 2.91.0\2.91\scripts\addons\Texel_Density_3_2_1_283\add_td_operators.py", line 87, in execute
bpy.ops.object.texel_density_set()
File "D:\blender 2.91.0\2.91\scripts\modules\bpy\ops.py", line 132, in call
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Error: Python: Traceback (most recent call last):
File "D:\blender 2.91.0\2.91\scripts\addons\Texel_Density_3_2_1_283\core_td_operators.py", line 221, in execute
bpy.context.screen.areas[ie_area].ui_type = 'VIEW'
TypeError: bpy_struct: item.attr = val: enum "VIEW" not found in ('VIEW_3D', 'IMAGE_EDITOR', 'UV', 'CompositorNodeTree', 'TextureNodeTree', 'ShaderNodeTree', 'SEQUENCE_EDITOR', 'CLIP_EDITOR', 'DOPESHEET', 'TIMELINE', 'FCURVES', 'DRIVERS', 'NLA_EDITOR', 'TEXT_EDITOR', 'CONSOLE', 'INFO', 'OUTLINER', 'PROPERTIES', 'FILE_BROWSER', 'PREFERENCES')
location: D:\blender 2.91.0\2.91\scripts\modules\bpy\ops.py:132
location: :-1
`
Now if there are overlaps on one and the other object, then they will filled into different colors.
I have a lot of panels from add-ons in the 3D viewport and would like to minimize them.
When I empty the text field "Panel Category (3D View)" in the add-ons preferences the name of the panel will just be "Misc".
Is there a way to completely remove it from the 3D viewport but leave it in the UV editor?
Texel_Density_2023_2_Bl400
I got an error when I try to calculate or set TD to many meshes. I also tryed older version
Python: Traceback (most recent call last):
File "C:\Users\TemmieDola\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\Texel_Density_2023_2_Bl400\add_td_operators.py", line 104, in execute
bpy.ops.object.texel_density_set()
File "C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\modules\bpy\ops.py", line 113, in __call__
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Error: Python: Traceback (most recent call last):
File "C:\Users\TemmieDola\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\Texel_Density_2023_2_Bl400\core_td_operators.py", line 299, in execute
bpy.ops.object.texel_density_check()
File "C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\modules\bpy\ops.py", line 113, in __call__
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Error: Python: Traceback (most recent call last):
File "C:\Users\TemmieDola\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\Texel_Density_2023_2_Bl400\core_td_operators.py", line 90, in execute
local_texel_density += face_td_area_list[face_id][0] * face_td_area_list[face_id][1] / local_area
ZeroDivisionError: float division by zero
Location: C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\modules\bpy\ops.py:113
Location: C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\modules\bpy\ops.py:113
Hi,
I’m using TDC a lot these days and I noticed poor performance with it, I can’t remember if it worked faster last year of use but to give an idea It tooks around 2 minutes to resize only one island (from 1024 to 512 with selected faces only checked). I like a lot this addon but I’m afraid it tends to be inefficient when you have a lot of resize to do. Do you think you can improve the speed ?
I’m using the latest version of the addon 3.3.1.291 with Blender 3.0.1
Original:
https://blenderartists.org/t/texel-density-checker-3-2-1-update-16-10-20/685566/198?u=mrven
Or add new action button for “Calculate TD”+“Calc -> Set Value”+“Calc -> Select Value”.
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