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	<title>UV - DIGITAL PRODUCTION</title>
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		<title>Unwrella-IO: UV Mapping Made Unbelievably Easy</title>
		<link>https://digitalproduction.com/2025/03/05/unwrella-io-uv-mapping-made-unbelievably-easy/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 05 Mar 2025 08:39:54 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[3D artists]]></category>
		<category><![CDATA[automated UV mapping]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Unwrella]]></category>
		<category><![CDATA[UV]]></category>
		<category><![CDATA[UV mapping]]></category>
		<category><![CDATA[UV unwrap]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=160914</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/Unwrella-IO_Automatic-UV-Seams.jpg?fit=720%2C383&quality=80&ssl=1" width="720" height="383" title="" alt="A detailed 3D model of an ornate, swirling design with intricate patterns displayed on a digital interface, showcasing texture and shading. Tools for editing and adjusting settings are visible on the right side." /></div><div><p>3d-io introduces Unwrella-IO, a standalone application offering automated UV unwrapping and packing, streamlining workflows for 3D artists and game developers.</p>
<p>The post <a href="https://digitalproduction.com/2025/03/05/unwrella-io-uv-mapping-made-unbelievably-easy/">Unwrella-IO: UV Mapping Made Unbelievably Easy</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/Unwrella-IO_Automatic-UV-Seams.jpg?fit=720%2C383&quality=80&ssl=1" width="720" height="383" title="" alt="A detailed 3D model of an ornate, swirling design with intricate patterns displayed on a digital interface, showcasing texture and shading. Tools for editing and adjusting settings are visible on the right side." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":2067,"href":"https:\/\/www.unwrella.com\/unwrella-io","archived_href":"","redirect_href":"https:\/\/www.unwrella.com\/unwrella-io\/","checks":[],"broken":false,"last_checked":null,"process":"done"}]</script>
<p class="wp-block-paragraph">3d-io has unveiled <a href="https://www.unwrella.com/unwrella-io/">Unwrella-IO</a>, a standalone application designed to revolutionize the tedious process of manual UV unwrapping. This intuitive tool caters to 3D artists, designers, and game developers, providing automated UV map generation with minimal setup.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/TaHu2ktUpec?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h4 id="specialized-unwrapping-modes" class="wp-block-heading">Specialized Unwrapping Modes</h4>



<p class="wp-block-paragraph">Unwrella-IO boasts three distinct unwrapping modes to accommodate various 3D geometries:</p>



<ul class="wp-block-list">
<li><strong>Hard Surface Mode</strong>: Tailored for architectural structures, mechanical models, armor, and buildings, this mode ensures clean and efficient UV layouts.</li>



<li><strong>Organic Mode</strong>: Ideal for characters, creatures, and smooth surfaces, it generates seamless UVs with minimal effort.</li>



<li><strong>Mosaic Mode</strong>: Perfect for photogrammetry scans and high-poly, irregular models, this mode effortlessly processes complex triangulated geometry.</li>
</ul>



<h4 id="optimized-uv-packing" class="wp-block-heading">Optimized UV Packing</h4>



<p class="wp-block-paragraph">Leveraging UV-Packer technology, Unwrella-IO delivers high-performance UV compression, automatically maximizing available UV space while preserving texel density. The interactive UV Tile Generator and unit scale system provide users with full control over UV layouts, ensuring optimal results for any project.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="720"  height="383"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/Unwrella-IO_Optimal-UV-Packing.jpg?resize=720%2C383&quality=80&ssl=1"  alt=""  class="wp-image-160920" ></figure>



<h4 id="user-friendly-features" class="wp-block-heading">User-Friendly Features</h4>



<p class="wp-block-paragraph">The application includes an efficient drag-and-drop UV channel manager, allowing users to copy, swap, and combine UVs instantly. The Looks Shelf enables quick shading adjustments with custom MatCaps, while the Stash feature streamlines asset handling, keeping imported models easily accessible without repeated reloading. Unwrella-IO is built for speed, precision, and ease of use, helping artists focus on creativity instead of spending hours on technical adjustments. For more information and to explore Unwrella-IO’s capabilities, visit <a href="https://www.unwrella.com/unwrella-io/">Unwrella’s official page</a>. The price is at 150, for a forever-license. No subscription. </p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="720"  height="383"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/Unwrella-IO_UV-Management.jpg?resize=720%2C383&quality=80&ssl=1"  alt=""  class="wp-image-160921" ></figure>



<p class="wp-block-paragraph"><em>Note: As with any new software, it’s advisable to thoroughly test Unwrella-IO before integrating it into your production pipeline to ensure compatibility and stability.</em></p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-160914-1" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://www.unwrella.com/wp-content/uploads/2025/02/Uv-Channel-Mamgement.webm?_=1" /><a href="https://www.unwrella.com/wp-content/uploads/2025/02/Uv-Channel-Mamgement.webm">https://www.unwrella.com/wp-content/uploads/2025/02/Uv-Channel-Mamgement.webm</a></video></div>
</div></figure><p>The post <a href="https://digitalproduction.com/2025/03/05/unwrella-io-uv-mapping-made-unbelievably-easy/">Unwrella-IO: UV Mapping Made Unbelievably Easy</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
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<post-id xmlns="com-wordpress:feed-additions:1">160914</post-id>	</item>
		<item>
		<title>Blender 4.3: New UV Unwrapping</title>
		<link>https://digitalproduction.com/2024/09/25/blender-4-3-new-uv-unwrapping/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 25 Sep 2024 08:36:17 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Algorithm]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Unwrapping]]></category>
		<category><![CDATA[UV]]></category>
		<category><![CDATA[UV mapping]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=147128</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/09/5.slim-50-iter-1536x814-1.png?fit=1200%2C636&quality=72&ssl=1" width="1200" height="636" title="" alt="" /></div><div><p>Blender 4.3 introduces a streamlined UV unwrapping system with a new algorithm, promising faster workflows for 3D artists.</p>
<p>The post <a href="https://digitalproduction.com/2024/09/25/blender-4-3-new-uv-unwrapping/">Blender 4.3: New UV Unwrapping</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/09/5.slim-50-iter-1536x814-1.png?fit=1200%2C636&quality=72&ssl=1" width="1200" height="636" title="" alt="" /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":2533,"href":"https:\/\/uvpackmaster.com\/slim","archived_href":"http:\/\/web-wp.archive.org\/web\/20251130215228\/https:\/\/uvpackmaster.com\/slim\/","redirect_href":"","checks":[{"date":"2025-12-28 03:17:16","http_code":200},{"date":"2026-01-20 18:30:15","http_code":200},{"date":"2026-01-26 16:55:41","http_code":200},{"date":"2026-01-31 05:10:47","http_code":200},{"date":"2026-02-05 15:55:50","http_code":200},{"date":"2026-02-09 20:36:22","http_code":200},{"date":"2026-02-25 10:14:32","http_code":200},{"date":"2026-03-24 07:12:26","http_code":200},{"date":"2026-04-22 11:43:57","http_code":200}],"broken":false,"last_checked":{"date":"2026-04-22 11:43:57","http_code":200},"process":"done"},{"id":2534,"href":"https:\/\/docs.blender.org\/manual\/en\/latest\/modeling\/meshes\/uv\/unwrapping.html","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":165,"href":"https:\/\/www.blender.org","archived_href":"http:\/\/web-wp.archive.org\/web\/20251226195249\/https:\/\/www.blender.org\/","redirect_href":"","checks":[{"date":"2025-12-27 12:37:36","http_code":200},{"date":"2025-12-30 14:16:28","http_code":200},{"date":"2026-01-02 18:10:17","http_code":200},{"date":"2026-01-06 00:19:09","http_code":200},{"date":"2026-01-09 01:35:27","http_code":200},{"date":"2026-01-12 09:05:03","http_code":200},{"date":"2026-01-16 03:16:29","http_code":200},{"date":"2026-01-19 08:27:20","http_code":200},{"date":"2026-01-22 15:10:28","http_code":200},{"date":"2026-01-25 21:30:51","http_code":200},{"date":"2026-01-29 01:45:47","http_code":200},{"date":"2026-02-01 10:23:52","http_code":200},{"date":"2026-02-05 01:10:22","http_code":200},{"date":"2026-02-08 02:24:01","http_code":200},{"date":"2026-02-11 13:33:04","http_code":200},{"date":"2026-02-14 17:45:48","http_code":200},{"date":"2026-02-17 18:52:38","http_code":200},{"date":"2026-02-20 22:44:56","http_code":200},{"date":"2026-02-24 08:42:54","http_code":200},{"date":"2026-02-27 09:02:54","http_code":200},{"date":"2026-03-02 14:04:53","http_code":200},{"date":"2026-03-05 17:54:53","http_code":200},{"date":"2026-03-09 01:44:09","http_code":200},{"date":"2026-03-12 08:40:17","http_code":200},{"date":"2026-03-15 10:57:50","http_code":200},{"date":"2026-03-18 11:16:25","http_code":200},{"date":"2026-03-21 12:26:16","http_code":200},{"date":"2026-03-24 15:31:48","http_code":200},{"date":"2026-03-27 17:40:38","http_code":503},{"date":"2026-03-30 20:28:00","http_code":200},{"date":"2026-04-02 20:40:15","http_code":200},{"date":"2026-04-06 03:52:42","http_code":200},{"date":"2026-04-09 04:37:15","http_code":200},{"date":"2026-04-12 06:41:48","http_code":200},{"date":"2026-04-15 07:13:53","http_code":200},{"date":"2026-04-18 08:32:57","http_code":200},{"date":"2026-04-21 08:59:42","http_code":200},{"date":"2026-04-24 09:05:29","http_code":200},{"date":"2026-04-27 09:38:37","http_code":200},{"date":"2026-04-30 10:01:33","http_code":200},{"date":"2026-05-03 10:47:16","http_code":200},{"date":"2026-05-06 10:49:19","http_code":200},{"date":"2026-05-09 12:18:57","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-09 12:18:57","http_code":200},"process":"done"}]</script>
<p class="wp-block-paragraph">Blender’s latest update, version 4.3, delivers <a href="https://uvpackmaster.com/slim/">a new UV unwrapping system</a>. A key feature is the new UV packing algorithm designed to optimize space usage on textures, potentially reducing texture bleed. The update also enhances the overall speed of UV layout generation, helping 3D artists work more efficiently, especially on complex models. But as always, test these features on existing projects before fully integrating them into your pipeline.</p>



<p class="wp-block-paragraph">The revamped UV unwrapping system is the standout feature in this release. UV unwrapping, the process of mapping a 3D model’s surface onto a 2D image, is a critical step for texturing in CG production. The new algorithm in Blender 4.3 promises more efficient packing, reducing the gaps between UV islands and thus maximizing texture usage. This reduces the possibility of texture bleed (when pixels from one part of the texture appear where they shouldn’t), a common issue when UVs aren’t packed tightly enough. Blender’s system now claims better packing efficiency and faster performance, though the exact time gains will depend on the complexity of the scene.</p>



<p class="wp-block-paragraph">Blender 4.3’s UV unwrapping also benefits from integration with other systems. The packing algorithm has been improved to allow better handling of non-square textures, which has been a pain point in previous versions. Artists often work with a variety of texture formats, and this update helps maintain texture quality while maximizing performance. The algorithm takes non-uniform textures into account, reducing distortion and ensuring better texture fidelity on complex models.</p>



<p class="wp-block-paragraph">Read all the Info and the intricacies here: <a href="https://uvpackmaster.com/slim/">https://uvpackmaster.com/slim/</a> And here an Introduction to the Plug-in “UVPackmaster, Version 3”, that lays the groundwork for the new Algorithm and Implementation: </p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/xuGzSsgnwS4?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">Beyond UV unwrapping, Blender 4.3 brings several general improvements, though these are less groundbreaking for VFX artists. Some updates target general performance, and other areas see incremental improvements to viewport performance and general modeling tools. The focus on UVs, however, will be of primary interest to production artists who deal with texturing on a daily basis.</p>



<p class="wp-block-paragraph">While these features look promising, it’s important to evaluate them in your current workflow. Blender’s updates are typically stable, but integrating new systems mid-project can introduce unforeseen issues. Just saying. </p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/PLUoLQUK3-s?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph"><strong>Licensing and Pricing</strong></p>



<p class="wp-block-paragraph">Blender remains free under its open-source GPL license, making this update available to all users without additional cost.  To read more on the detailed feature set of Blender 4.3, refer to the official <a href="https://docs.blender.org/manual/en/latest/modeling/meshes/uv/unwrapping.html">Blender documentation</a>. For further information, you can visit the official <a href="https://www.blender.org">Blender website</a>.</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2024/09/25/blender-4-3-new-uv-unwrapping/">Blender 4.3: New UV Unwrapping</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
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<post-id xmlns="com-wordpress:feed-additions:1">147128</post-id>	</item>
		<item>
		<title>Blender 3.4 is released!</title>
		<link>https://digitalproduction.com/2022/12/20/blender-3-4-erscheint/</link>
		
		<dc:creator><![CDATA[Patrick Poti]]></dc:creator>
		<pubDate>Tue, 20 Dec 2022 11:24:35 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender Cycles]]></category>
		<category><![CDATA[geometry nodes]]></category>
		<category><![CDATA[Intel]]></category>
		<category><![CDATA[UV]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=113024</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2022/12/Blender-3.4-erscheint_Banner.jpg?fit=1000%2C500&quality=80&ssl=1" width="1000" height="500" title="" alt="" /></div><div><p>The Open Path Guiding Library (Open PGL) from Intel has been installed. How does the open-source production renderer Cycles benefit from this?</p>
<p>The post <a href="https://digitalproduction.com/2022/12/20/blender-3-4-erscheint/">Blender 3.4 is released!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/patrick-poti/">Patrick Poti</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2022/12/Blender-3.4-erscheint_Banner.jpg?fit=1000%2C500&quality=80&ssl=1" width="1000" height="500" title="" alt="" /></div><div><p><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":3302,"href":"https:\/\/pablovazquez.art","archived_href":"http:\/\/web-wp.archive.org\/web\/20251203225733\/https:\/\/pablovazquez.art\/","redirect_href":"","checks":[{"date":"2025-12-28 08:22:33","http_code":200},{"date":"2026-01-09 10:37:20","http_code":200},{"date":"2026-01-28 09:46:01","http_code":206},{"date":"2026-02-07 12:16:17","http_code":200},{"date":"2026-02-16 23:24:19","http_code":200},{"date":"2026-03-20 14:29:35","http_code":200}],"broken":false,"last_checked":{"date":"2026-03-20 14:29:35","http_code":200},"process":"done"},{"id":3303,"href":"https:\/\/linktr.ee\/southernshotty","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":3304,"href":"https:\/\/www.blender.org\/press\/blender-3-4-release","archived_href":"http:\/\/web-wp.archive.org\/web\/20250618181223\/https:\/\/www.blender.org\/press\/blender-3-4-release\/","redirect_href":"","checks":[{"date":"2025-12-28 08:22:36","http_code":200},{"date":"2026-03-12 05:31:04","http_code":200}],"broken":false,"last_checked":{"date":"2026-03-12 05:31:04","http_code":200},"process":"done"},{"id":3305,"href":"https:\/\/www.blender.org\/download\/releases\/3-4","archived_href":"http:\/\/web-wp.archive.org\/web\/20251203230817\/https:\/\/www.blender.org\/download\/releases\/3-4\/","redirect_href":"","checks":[{"date":"2025-12-28 08:22:42","http_code":200},{"date":"2026-03-12 05:31:03","http_code":200}],"broken":false,"last_checked":{"date":"2026-03-12 05:31:03","http_code":200},"process":"done"},{"id":3306,"href":"https:\/\/www.digitalproduction.com\/2022\/12\/06\/blenders-animations-werkzeugkasten-soll-runderneuert-werden","archived_href":"http:\/\/web-wp.archive.org\/web\/20240724210654\/https:\/\/www.digitalproduction.com\/2022\/12\/06\/blenders-animations-werkzeugkasten-soll-runderneuert-werden","redirect_href":"","checks":[{"date":"2025-12-28 08:22:46","http_code":200},{"date":"2026-03-12 05:31:06","http_code":200}],"broken":false,"last_checked":{"date":"2026-03-12 05:31:06","http_code":200},"process":"done"}]</script><strong>In nuce:</strong> Version 3.4 of the 3D graphics software Blender has been released. This is according to a press release by <strong><a href="https://pablovazquez.art/">Pablo Vazquez</a> </strong>, which was published on blender.org on 7 December this year.</p>
<p><strong>In toto:</strong> Below is a list of some of the most interesting new features that have come with the release of Blender 3.4. In the video just below, Blender user <strong><a href="https://linktr.ee/southernshotty">SouthernShotty</a> </strong>breaks down <strong>the </strong>new features in a lean three and a half minutes.</p>
<p><strong>Blender 3.4 New Features in LESS than 5 minutes</strong><br />
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/0zaG13Do12Q?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe></p>
<ul>
<li>The <strong>Open Path Guiding Library (Open PGL)</strong> from Intel has been integrated. This means that path guiding is now also supported in CPUs within the Cycles renderer. According to Intel, the Open PGL offers advanced path guiding algorithms that improve rendering and playback.</li>
<li>The <strong>auto-masking tools</strong>: are now accessible via the Sculpt/Paint mode in the 3D viewport. Cavity, view and area-based auto-masking are now also supported.</li>
<li><strong>UV editor</strong>: Several tools have been updated. There are also new operators that can be used to align UV rotations or randomise islands – but non-uniform grids are also supported.</li>
<li>The <strong>geometry nodes</strong> have an overlay in the 3D view window. This should make it easier to debug and test parts of the node tree. There are also numerous new nodes that can be used to retrieve mesh and curve data and create UV surfaces on a trial basis – which can also be used to display node group assets in the Add menu.</li>
</ul>
<p><strong>Click further:</strong> to the press release on <strong><a href="https://www.blender.org/press/blender-3-4-release/">blender.org</a></strong>. A more in-depth look at the new functions can be found in the <strong><a href="https://www.blender.org/download/releases/3-4/">corresponding release note</a></strong>. Digital Production last reported on Blender on <strong><a href="https://www.digitalproduction.com/2022/12/06/blenders-animations-werkzeugkasten-soll-runderneuert-werden/">6 December this year </a></strong>– at that time specifically about the Blender Foundation and its Animation 2025 project, a three-year initiative that is dedicated to retreading character rigging and animation tools in Blender.</p><p>The post <a href="https://digitalproduction.com/2022/12/20/blender-3-4-erscheint/">Blender 3.4 is released!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/patrick-poti/">Patrick Poti</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">113024</post-id>	</item>
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		<title>UVPackmaster 3 for Blender released</title>
		<link>https://digitalproduction.com/2022/01/27/uvpackmaster-3-fuer-blender-veroeffentlicht/</link>
		
		<dc:creator><![CDATA[Patrick Poti]]></dc:creator>
		<pubDate>Thu, 27 Jan 2022 10:00:04 +0000</pubDate>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[UV mapping]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=99240</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2022/01/UVPackmaster-3-fuer-Blender-veroeffentlicht_Banner.jpg?fit=905%2C465&quality=80&ssl=1" width="905" height="465" title="" alt="" /></div><div><p>Distribute the workload across GPUs: Support for Compute Unified Device Architecture!</p>
<p>The post <a href="https://digitalproduction.com/2022/01/27/uvpackmaster-3-fuer-blender-veroeffentlicht/">UVPackmaster 3 for Blender released</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/patrick-poti/">Patrick Poti</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2022/01/UVPackmaster-3-fuer-Blender-veroeffentlicht_Banner.jpg?fit=905%2C465&quality=80&ssl=1" width="905" height="465" title="" alt="" /></div><div><p><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":4748,"href":"https:\/\/www.digitalproduction.com\/2020\/03\/11\/uv-packmaster-2-fuer-3ds-max-update","archived_href":"http:\/\/web-wp.archive.org\/web\/20240625173758\/https:\/\/www.digitalproduction.com\/2020\/03\/11\/uv-packmaster-2-fuer-3ds-max-update","redirect_href":"","checks":[{"date":"2025-12-28 17:38:04","http_code":404},{"date":"2026-01-01 19:59:03","http_code":404},{"date":"2026-01-16 01:42:57","http_code":404},{"date":"2026-01-26 12:14:30","http_code":404},{"date":"2026-01-31 07:17:06","http_code":404},{"date":"2026-03-08 08:59:30","http_code":404},{"date":"2026-03-20 18:32:51","http_code":404}],"broken":true,"last_checked":{"date":"2026-03-20 18:32:51","http_code":404},"process":"done"},{"id":3489,"href":"https:\/\/www.digitalproduction.com\/ausgabe\/digital-production-05-2020","archived_href":"http:\/\/web-wp.archive.org\/web\/20240623235550\/https:\/\/www.digitalproduction.com\/ausgabe\/digital-production-05-2020","redirect_href":"","checks":[{"date":"2025-12-28 09:12:24","http_code":404},{"date":"2026-01-01 19:59:03","http_code":404},{"date":"2026-01-05 10:23:04","http_code":404},{"date":"2026-01-16 01:42:57","http_code":404},{"date":"2026-01-26 12:14:30","http_code":404},{"date":"2026-01-31 07:17:06","http_code":404},{"date":"2026-02-05 09:11:14","http_code":404},{"date":"2026-03-06 17:53:39","http_code":404},{"date":"2026-03-20 18:32:51","http_code":404}],"broken":true,"last_checked":{"date":"2026-03-20 18:32:51","http_code":404},"process":"done"},{"id":4749,"href":"https:\/\/uvpackmaster.com\/for-blender\/features","archived_href":"http:\/\/web-wp.archive.org\/web\/20250907041519\/https:\/\/uvpackmaster.com\/for-blender\/features\/","redirect_href":"","checks":[{"date":"2025-12-28 17:38:08","http_code":200},{"date":"2026-01-01 19:59:02","http_code":200},{"date":"2026-01-16 01:42:56","http_code":200},{"date":"2026-01-26 12:14:31","http_code":200},{"date":"2026-01-31 07:17:06","http_code":200}],"broken":false,"last_checked":{"date":"2026-01-31 07:17:06","http_code":200},"process":"done"},{"id":4750,"href":"https:\/\/developer.nvidia.com\/cuda-zone","archived_href":"http:\/\/web-wp.archive.org\/web\/20251115123607\/https:\/\/developer.nvidia.com\/cuda-zone","redirect_href":"","checks":[{"date":"2025-12-28 17:38:09","http_code":206},{"date":"2026-01-26 12:14:33","http_code":206},{"date":"2026-03-11 08:40:23","http_code":206},{"date":"2026-03-14 09:59:38","http_code":206},{"date":"2026-03-17 13:30:16","http_code":503},{"date":"2026-03-21 02:09:04","http_code":206},{"date":"2026-03-24 03:10:58","http_code":206},{"date":"2026-03-27 06:45:01","http_code":206},{"date":"2026-03-30 12:58:45","http_code":206},{"date":"2026-04-02 14:33:16","http_code":206},{"date":"2026-04-06 06:35:03","http_code":206},{"date":"2026-04-11 16:26:45","http_code":206},{"date":"2026-04-16 03:03:48","http_code":206},{"date":"2026-04-22 05:09:27","http_code":206},{"date":"2026-04-25 09:51:11","http_code":206},{"date":"2026-04-28 10:46:01","http_code":206},{"date":"2026-05-03 21:28:50","http_code":206},{"date":"2026-05-06 21:49:40","http_code":206}],"broken":false,"last_checked":{"date":"2026-05-06 21:49:40","http_code":206},"process":"done"},{"id":4751,"href":"https:\/\/glukoz.gumroad.com\/l\/uvpackmaster3","archived_href":"http:\/\/web-wp.archive.org\/web\/20251008000013\/https:\/\/glukoz.gumroad.com\/l\/uvpackmaster3","redirect_href":"","checks":[{"date":"2025-12-28 17:38:10","http_code":200},{"date":"2026-01-26 12:14:37","http_code":404},{"date":"2026-03-08 08:59:28","http_code":404},{"date":"2026-03-20 18:32:49","http_code":404}],"broken":true,"last_checked":{"date":"2026-03-20 18:32:49","http_code":404},"process":"done"},{"id":3735,"href":"https:\/\/www.digitalproduction.com\/autor\/kuhn-mike","archived_href":"http:\/\/web-wp.archive.org\/web\/20240908171745\/https:\/\/www.digitalproduction.com\/autor\/kuhn-mike","redirect_href":"","checks":[{"date":"2025-12-28 10:09:04","http_code":404},{"date":"2026-01-26 12:14:42","http_code":404},{"date":"2026-03-08 08:59:32","http_code":404},{"date":"2026-03-20 18:32:51","http_code":404},{"date":"2026-05-07 20:15:43","http_code":404}],"broken":true,"last_checked":{"date":"2026-05-07 20:15:43","http_code":404},"process":"done"},{"id":4752,"href":"https:\/\/www.digitalproduction.com\/?p=99249&preview=true","archived_href":"","redirect_href":"https:\/\/digitalproduction.com\/?p=99249","checks":[],"broken":false,"last_checked":null,"process":"done"}]</script></p>
<ul>
<li>Łukasz <strong>Czyż</strong> releases his <strong>UVPackmaster 3</strong> <strong>for Blender</strong></li>
<li><strong>What can UVPackmaster 3 do?</strong> The latest version also works on CUDA-fuelled GPUs</li>
<li><strong>What is CUDA?</strong> The abbreviation stands for <strong>Compute Unified Device Architecture</strong>. This provides you with additional computing capacity</li>
<li><strong>Now interlocked with Python:</strong> This allows you to rebalance the Blender plugin according to your workflow needs</li>
<li><strong>Availability:</strong> Price range from <strong>39 to 199 US dollars </strong></li>
<li><strong>Click further:</strong> We last told you about the release of <strong>UV Packmaster 2 for 3ds Max</strong> on <a href="https://www.digitalproduction.com/2020/03/11/uv-packmaster-2-fuer-3ds-max-update/"><strong>11/03/2020</strong></a></li>
<li><strong>Scrolled further:</strong> In <a href="https://www.digitalproduction.com/ausgabe/digital-production-05-2020/"><strong>DP 05 : 2020</strong></a>, our 3ds Max expert explained the UV Packmaster add-on. Read the complete article for free in our Retro News</li>
</ul>
<p><strong>In nuce:</strong> Łukasz Czyż releases his UVPackmaster 3 for Blender.</p>
<p><strong>What can UVPackmaster 3 do?</strong> The latest version should work on both CPUS and CUDA-fuelled GPUs. The plugin distributes UV packings simultaneously to the CPU and all available GPUs. This should minimise the calculation time.</p>
<p><strong>What else can UVPackmaster 3 do?</strong> The new version also offers some features that were absent in the previous version. These include one that allows you to stack UVs on top of each other or align them to each other (“UV Aligning/Stacking”). Or form UV groups within the same UV space, so that you create islands of UVs that you then place next to each other – or split these UV islands up again to create numbered groups from them.</p>
<p><strong>In short:</strong> UVPackmaster offers countless opportunities to live out your obsession with organisation. You can get all the feature fun <strong><a href="https://uvpackmaster.com/for-blender/features/">behind this link</a></strong>.</p>
<p><figure id="attachment_99242" aria-describedby="caption-attachment-99242" style="width: 1088px" class="wp-caption alignnone"><img data-recalc-dims="1"  decoding="async"  class="wp-image-99242 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-3-fuer-Blender_001.jpg?resize=1088%2C594&quality=80&ssl=1"  alt=""  width="1088"  height="594" ><figcaption id="caption-attachment-99242" class="wp-caption-text">“An island with two mountains and the deep, clementine-orange UVs!” Use the new sorting functions to arrange the UVs by type</figcaption></figure></p>
<p><strong>What is CUDA?</strong> The abbreviation stands for “Compute Unified Device Architecture” and refers to a programming interface that is used to provide additional computing capacity. CUDA enjoys a certain popularity in the field of scientific and technical calculations. If you would like to find out more about CUDA, visit <strong><a href="https://developer.nvidia.com/cuda-zone">Nvidia’s CUDA Zone</a></strong>.</p>
<p><figure id="attachment_99243" aria-describedby="caption-attachment-99243" style="width: 716px" class="wp-caption alignnone"><img data-recalc-dims="1"  decoding="async"  class="wp-image-99243 size-full"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-3-fuer-Blender_002.jpg?resize=716%2C703&quality=80&ssl=1"  alt=""  width="716"  height="703" ><figcaption id="caption-attachment-99243" class="wp-caption-text">This is teamwork! With CUDA you use CPU and GPUs at the same time</figcaption></figure></p>
<p><strong>Now interlocked with Python:</strong> Python is now also embedded in the UVPackmaster, which means that the demanding users among you can now also rebalance the Blender plugin according to the requirements of their workflow.</p>
<p><strong>Availability:</strong> You can get the plugin either on <strong>Blender Market</strong> or <strong><a href="https://glukoz.gumroad.com/l/uvpackmaster3">Gumroad</a></strong>. The cheapest version is priced at 39 US dollars and is aimed at individuals. There are also two other versions that are suitable for teams – the Studio version for two to five users (119 US dollars) and the Studio version for six to ten users (199 US dollars).</p>
<p><strong>Click further:</strong> We last reported on the release of UV Packmaster 2 for 3ds Max on <strong><a href="https://www.digitalproduction.com/2020/03/11/uv-packmaster-2-fuer-3ds-max-update/">11 March 2020</a></strong>.</p>
<p><strong>Scrolled further:</strong> In <strong><a href="https://www.digitalproduction.com/ausgabe/digital-production-05-2020/">DP 05 : 2020</a></strong>, our 3ds Max expert and Hawaiian shirt fetishist <strong><a href="https://www.digitalproduction.com/autor/kuhn-mike/">Mike Kuhn</a></strong> explained why UV processing is more meditative for him than playing a round of Tetris. You can also read the complete article, which is really worth reading, in our <strong><a href="https://www.digitalproduction.com/?p=99249&preview=true">retro article</a> </strong>from yesterday. Free of charge, of course. We wish you well-organised reading pleasure!</p>
<p><strong>UVPackmaster 3 for Blender – GPU-accelerated, scriptable UV packing engine</strong></p>
<p><iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/xuGzSsgnwS4?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe></p><p>The post <a href="https://digitalproduction.com/2022/01/27/uvpackmaster-3-fuer-blender-veroeffentlicht/">UVPackmaster 3 for Blender released</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/patrick-poti/">Patrick Poti</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">99240</post-id>	</item>
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		<title>UVPackmaster 2 for 3ds Max</title>
		<link>https://digitalproduction.com/2022/01/26/uvpackmaster-2-fuer-3ds-max-retro-artikel/</link>
		
		<dc:creator><![CDATA[Mike Kuhn]]></dc:creator>
		<pubDate>Wed, 26 Jan 2022 09:00:49 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
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		<category><![CDATA[Autodesk 3ds Max]]></category>
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		<category><![CDATA[UV]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=99249</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_Banner.jpg?fit=1200%2C666&quality=80&ssl=1" width="1200" height="666" title="" alt="" /></div><div><p>A look back: In DP 05 : 2020, 3ds Max expert Mike Kuhn dealt with UV unwinding. An annoying task for many, but a meditative puzzle game for Mike.</p>
<p>The post <a href="https://digitalproduction.com/2022/01/26/uvpackmaster-2-fuer-3ds-max-retro-artikel/">UVPackmaster 2 for 3ds Max</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/mikekuhn/">Mike Kuhn</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_Banner.jpg?fit=1200%2C666&quality=80&ssl=1" width="1200" height="666" title="" alt="" /></div><div><p>When it comes to UV unwinding, not every user is enthusiastic. Many even dislike it. So I belong to the rare group that really likes the meditative work and order of good unwinding. Making the right cuts and creating a beautiful, barely distorted unfolding is only part of the job. Once you have defined all the segments, they still have to be distributed as efficiently as possible in the UV frame. This then resembles a kind of slow, deliberate Tetris.</p>
<p>In the courses I give, I am often asked why it is so important to have a good layout for UV processing. In principle, the square that we see in the UV editor represents a bitmap on which the textures for the respective areas of the model are located. This can be a 4K map, but for games it can also be a 512 x 512 texture or even smaller. This means that every pixel on this layout that does not cover part of the geometry is a wasted pixel that we could potentially have used to provide a better and sharper texture for our object. That’s why it’s important to find a layout that leaves as little open space as possible. Whilst this sounds like a great change from crossword puzzles or Sudoku, it can also be quite time consuming.</p>
<p>UVPackmaster still leaves the first part of the work to us, i.e. setting the cuts and preparing the respective UV islands, but helps us with the second part of the task to be performed. The programme is specially designed to distribute the UVIslands as well as possible within the UV limits.</p>
<p>The add-on itself is available for 3ds Max and for Blender. In 3ds Max, it is used as a modifier that is placed over the UVW unwrap. It can be applied to one object and to several objects at the same time.</p>
<p>The handling of this modifier is not complicated anyway. However, if you simply want to arrange your UV islands neatly, it could hardly be easier. One click on the large Pack UVs button will satisfy the majority of users. The programme then packs the various contiguous segments into the UV frame quite efficiently, and usually much better than 3ds Max’s own UV packer would do.</p>
<p>Each time the “Pack UVs” button is activated again, the previous calculation is discarded and the software takes the initial UV layout as the basis for the next calculation, which may have slightly different results. If you really want to finalise the UV layout, the modifier stack must be collapsed. Of course, this sounds nonsensical in a procedural workflow. However, you could do this with a copy of the original and place a UV unwrap modifier on it, which can then be copied onto the original.</p>
<p>But first, let’s look at the settings you can make to ensure that the plug-in does the best possible job. In the second rollout, entitled “Packing Devices”, you can define which hardware is to be used. UVPackmaster can use the CPU and GPU for the calculation. Normally, the box is already ticked to use all available resources.</p>
<p>Further quality settings can be found in the “Basic Options” rollout. In addition to defining which map channel should be used, a slider can be used to set how many threads should be made available. Basic Margin, i.e. the desired distance between the UV islands, is also specified here. As this distance is added to the islands before the calculation and all islands are then scaled to fit into UV frames, it is not possible to define a really precise pixel value. A more precise calculation of the distance can be achieved with Pixel Margin in the “Advanced Options” rollout. The distance between the islands is set using the “Pixel Margin” slider, and the distance to the edge of the UV tile is set using the “Pixel Padding” slider. As soon as the Pixel Margin value is greater than 0, Basic Margin is ignored and this more precise method is used. Here too, the calculation accuracy can be increased using the “Adjustment Time” slider if required.</p>
<p><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99262"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_03.jpg?resize=706%2C775&quality=80&ssl=1"  alt=""  width="706"  height="775" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99261"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_02.jpg?resize=674%2C274&quality=80&ssl=1"  alt=""  width="674"  height="274" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99260"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_01.jpg?resize=629%2C797&quality=80&ssl=1"  alt=""  width="629"  height="797" ></p>
<p>The most important slider is probably the one for precision in the “Basic Options” rollout. The higher this value is set, the more precise the calculation will be. Of course, this also increases the calculation time. However, the default value of 200 is usually sufficient. If you want to work with a very small distance between the islands, you can increase the value. A value of over 1,000 is rarely recommended and also leads to significantly longer calculation times. On the other hand, a value that is too low can also lead to inaccuracies such as overlaps. The pixel margin settings ensure that the islands have enough space between them and room to breathe in relation to the UV edge. In the Pixel Margin options, you can define how much space should be kept between the islands and towards the edge. If the “Rotation Enable” checkbox is ticked, the algorithm can also rotate the islands in order to stow them better. Below this, the angles at which the respective island can be rotated can be set. The default value allows rotation in 90-degree increments. Smaller values may allow better utilisation of the UV area, but also increase the calculation times.</p>
<p>If you want to squeeze out a few more pixels of optimisation, you can select the “Enable Heuristic” checkbox in the “Heuristic” rollout. This causes the add-on not to use the first solution straight away and to find other, perhaps better distributions. To ensure that UVPackmaster does not search itself to death, a slider below it can be used to set the time in seconds for which new distribution options should be searched. If the slider is left at 0, the programme will search for the best solution for eternity until the user presses the Escape key to end the search and wants to see the result. However, the use of Advanced Heuristic is only recommended by the author for a model with few UV islands. The advanced search will use a different algorithm for positioning and rotating the UV islands.</p>
<p>When packing the individual islands, they usually have to be scaled to fit into the desired areas. By default, UVPackmaster scales all UV-Islands proportionally to each other, with a few exceptions. It is therefore also important to ensure the appropriate proportionality between the UV islands in the underlying UVW unwrap modifier. If an area is to be given more texture resolution, these UV islands must be scaled accordingly in the UVW unwrap in comparison to the other UV islands.</p>
<p><strong><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99265"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_06.jpg?resize=1011%2C844&quality=80&ssl=1"  alt=""  width="1011"  height="844" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99264"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_05.jpg?resize=1007%2C840&quality=80&ssl=1"  alt=""  width="1007"  height="840" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99263"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_04.jpg?resize=1009%2C841&quality=80&ssl=1"  alt=""  width="1009"  height="841" ></strong></p>
<p><strong>Pack to Others </strong></p>
<p>From time to time, a situation arises in which parts are added to a completed model or some areas require a new layout. You can then try to distribute these islands manually in the existing layout or have everything repacked and thus lose the previous layout. This is not always a bad thing. However, if you have already prepared some textures or baked textures, you would like to lose as little work as possible. This is where the “Pack to Others” option in the “Advanced Options” rollout comes into play. In this case, only the selected islands are inserted into the existing layout. Only the workflow for this feels a little bumpy to me. You have to select the desired UV islands in the underlying Unwrap UVW modifier, then add the “UV PackMaster” modifier and execute this function. In addition, these selected islands are scaled to fit into the available free spaces and are therefore given a different texel density than the rest. As practical as this function can be, you should think carefully about when to use it.</p>
<p>As we are already on the subject of scaling and if you have already scaled your UV layout so that it corresponds to a defined texel density, you can tick “Fixed Scale” in the “Advanced Options” rollout and the UV islands will not be scaled when packing. Of course, this restricts a few freedoms for the distribution. However, if the “Tiles” option has also been selected in Packing Mode, UVPackmaster can pack the islands onto the next tile if the “Fixed Scale” option is switched on and there is no suitable space in the respective tile.</p>
<p>The topic of UDIMs has become increasingly important in recent years. Where a multi-sub material was used in the past, several UV tiles are now used for one material in order to achieve a higher texture resolution. In UVPackmaster, in the “Advanced Options” rollout under “Packing Mode”, you can set whether all UV-Islands should be distributed on one tile or on tiles. You also have the options “Group to Tiles” and “Group Together (Experimental)”. For simple distribution to tiles, the user can set directly below how many tiles the UV-Islands should be distributed to and below how many tiles make up a row before the next row of tiles is populated.</p>
<p>The “Group to Tiles” function offers interesting options. You can define the distribution of the islands to the various tiles according to different criteria. The option by material will distribute the islands to different tiles according to their material or sub-material in a multi-sub-material workflow. Possible advantages of this are that one material may also have transparent areas and another may not. If all islands are now wildly distributed across all tiles, it can happen that you have to add an additional opacity map, although only a tiny component on this UV tile would need this map. You can also select the Object, Mesh Part or Similarity category to define the distribution across the various UDIM tiles.</p>
<p>If you want to define this completely yourself, you can also set the “Pack Selected” option in Selection Mode and build a modifier stack in which a few islands are selected in a UV unwrap modifier, followed by a UV packmaster modifier that distributes the selected islands on the UV tile. In the “Packing Box” rollout, you can define the tile on which you want to place these islands. Then comes the next UVW unwrap modifier, in which further islands can be selected, and then another UVPackmaster modifier on top, which places the now selected islands. Yes, it’s a bit convoluted, but it’s a way to get there.</p>
<p>Often several UV islands are placed on top of each other to save space and thus achieve a better texture quality. This can be the mirrored half of the model or just a few parts such as tyres, screws or similar. Of course, this only works as long as you don’t use dirt or other clearly recognisable patterns or want to bake information from a model onto it. To cut a long story short, there is a pull-down in the “Advanced Options” rollout called “Lock Overlapping”, in which you can define whether the overlapping of islands should be ignored and they should simply be freely distributed next to each other or whether overlapping islands should be retained as a unit. A distinction can be made between Exact and Any Part. In the first case, the bounding box must fit exactly; in the second case, a partial overlap is sufficient to keep the islands together. The nice thing about these two options is that you can also clearly specify that you want to retain overlaps but separate accidental overlaps.</p>
<p>Whilst most textures are square, it is not always practical to have such a square texture. A snake, for example, would have to be divided into several segments to fulfil the requirements of a square texture. This would result in an unnecessarily large number of cuts in the UV unwinding, which in turn could cause problems with the continuity of the textures. Therefore, the proportions of the tiles can be defined in UVPackmaster. The desired dimensions of the texture to be used can be clearly specified in the “Texture Dimensions” rollout. On the one hand, there is the more time-consuming manual method of defining the corresponding proportions in the UV unwrap modifier below and unchecking “Lock Dimensions” and “Adjust UV Map to Texture” in the UVPackmaster modifier above and entering the corresponding pixel values. Alternatively, you can shorten this process by unchecking the “Lock Dimensions” box, defining the pixel values for the height and width and simply ticking the “Adjust UV Map to Texture” box.</p>
<p>The lowest rollout “Statistics” then shows how many iterations were calculated and how much time was spent on them. More informative for the user, however, is probably the indication of the efficiently utilised area in the UV layout created. This information is also displayed in a small extra window after the packing process.</p>
<p>You can also display the layout of the UV unwrap modifier below in the topmost rollout and thus use this tool to analyse how much of the area has been used effectively. It is a pity, however, that the analysis in the “Statistics” rollout only shows the average of the total area used instead of per tile. But that is already complaining on a higher level.</p>
<p><strong><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99252"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_09.jpg?resize=840%2C889&quality=80&ssl=1"  alt=""  width="840"  height="889" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99251"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_08.jpg?resize=845%2C725&quality=80&ssl=1"  alt=""  width="845"  height="725" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99250"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_07.jpg?resize=682%2C207&quality=80&ssl=1"  alt=""  width="682"  height="207" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99253"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_10.jpg?resize=1162%2C515&quality=80&ssl=1"  alt=""  width="1162"  height="515" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99254"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_11.jpg?resize=1200%2C796&quality=80&ssl=1"  alt=""  width="1200"  height="796" ></strong></p>
<p><strong>Group </strong></p>
<p>Another nice thing about UVPackmaster is the licence model. Even though more and more companies are joining this ugly rental model, this is not the case when purchasing UVPackmaster. You pay this very low price once and have a lifetime licence that also includes all future updates. The other big players in the industry should take this as an example. We customers are happy to pay the price for a good tool if our work is not held hostage.</p>
<p><strong><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99257"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_14.jpg?resize=759%2C869&quality=80&ssl=1"  alt=""  width="759"  height="869" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99256"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_13.jpg?resize=774%2C802&quality=80&ssl=1"  alt=""  width="774"  height="802" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99255"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_12.jpg?resize=1200%2C517&quality=80&ssl=1"  alt=""  width="1200"  height="517" ><img data-recalc-dims="1"  decoding="async"  class="alignnone size-full wp-image-99258"  src="https://i0.wp.com/www.digitalproduction.com//srv/htdocs/wp-content/uploads/2022/01/UVPackmaster-2-fuer-3ds-Max_15.jpg?resize=343%2C900&quality=80&ssl=1"  alt=""  width="343"  height="900" ></strong></p>
<p><strong>Conclusion </strong></p>
<p>All in all, I am very happy with this tool. As a meticulous person in some digital areas, I often spend a lot of time trying to spread my UVs as well as possible. In my tests, I noticed that I often achieved a similar efficiency of space utilisation as the UVPackmaster did. You might think that I wouldn’t actually need this tool. But what I invest a lot of time in, this tool does in just a few seconds. So if you would like to have a little more privacy or simply want to use your time for other tasks, you could consider buying this tool</p><p>The post <a href="https://digitalproduction.com/2022/01/26/uvpackmaster-2-fuer-3ds-max-retro-artikel/">UVPackmaster 2 for 3ds Max</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/mikekuhn/">Mike Kuhn</a>. </p></div>]]></content:encoded>
					
		
		
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