While its less obvious, angle based and SLIM are a) easier to remember, b) already widely in use.
Renaming SLIM to something else will make it hard to find documentation or tutorials about that, as other softwares and papers dont share Blender names.
These are the best to me. “Unwrap” should always be the first part of the name to better find it on a list of various options. They are also better aligned with other naming standards such as the Smooth by Angle modifier.
in all fairness make absolute sense in terms of English terms compared to what was written about (angles, and distortion). “Distortion” by itself is backwards, and is everything an artist is trying to avoid. So do not use that as a label. Whereas “Smooth” immediately pictures an organic object or surface.
This is strange english I think. Smooth and Sharp are adjectives.
At least it should be ‘Unwrap by Smoothness’. But that sounds strange to me and I would have no idea what it would mean.
I was trying to come up with something like this. Makes more sense, it’s proper english and is clear enough (the name of the method itself doesn’t have to appear in the interface, I guess, or perhaps just in the tooltip)
I’ve pushed some improvements to the triangle correction function in the PR and now SLIM unwraps that mesh when unwrapping from the 3D viewport, but fails to unwrap when unwrapping from the UV editor.
Didn’t have time to check what’s the reason of this inconsistency yet.
Hi guys. Unfortunately I am not able to reproduce the issue with pins. Probably it’s only visible in a specific situation. Could you provide a minimal blend file allowing to reproduce the issue?
Ok, nevermind. I think I figured it out - it looks like the issue is present only when the number of iterations is set to 1. It will debug the issue and let you know soon.
Thank you. I cannot think about any specific situation. Only a general idea applies: the more complex mesh, the more it’s worth testing I guess. Also remember to try it with pins
Hi, i have been testing a bit more using the build above it work beatifully most of the time, the main issue i found was with knowing in the uv editor, when was SLIM working and when it was just stop, didn’t get any crash but several times meshes collapsed when i was trying to force weird position others simply by scaling some pinned point (see NB1 bellow) PIned feedback.MP4 - Google Drive (Couldn’t upload this video here, sorry)
NB1: This is something that i saw several times, the simulation simply colapses into the corner
NB2: In the video mentioned the bug happen if there are inverted normals, after keep testing other meshes i find out that the bug its just in the group field, add a randon name of no group there and it glitches SLIM
NB3: This was an unexpected result, in this example in particular slim with vertex pinned and live unwrap in the uv editor work as expected, the normal unwrap with slim didn’t
I have tested the new SLIM Unwrap on a wide range of meshes, and it seems to work really well in all cases I tried so far! Any news on when it will be merged? Really looking forward to this one
This implementation still needs some polishing (as indicated by great feedback by @NahuelBelich - see above). I am currently working on issues pointed by him.