Unwrap settings to use whole texture?

I am finding that my exported texture is only using the bottom eighth of the texture, the rest of the texture is mostly blank.
I am setting the unwrap to “fixed texel size”, with texel size set to .01 (as reported by optimal texel size). I am exporting to a 4096x4096 tif, with “Export to single texture file” set to true.
Is there something else I need to do to get it to use the whole texture?

Hi Olin
Some screenshots would be great to better understand your issue…

Why are you exporting to a single 4k texture, do you get multiple textures?

I had the same issue and I think I fixed it. It is due to the difference between the exported resolution and the “Maximal texture resolution” parameter in the Reconstruction Settings -> Coloring/Texturing -> Default Unwrap parameters.
If you change the “Maximal texture resolution” to 4096 x 4096 (your exported texture resolution) from the default 16k x 16k , the exported texture gets much better.

here is an example of what i am seeing. This one is not as bad. the first one had a 16k x 16k texture and was only using the bottom 2000 pixels. I will try what you suggested Anubis. Is there a way to see the UV layout before exporting?

I’m having problems with this as well. At first I thought it was my unwrap settings but despite checking those I still often see very low texture utilization. Attached images with settings and result (downsampled from the original 8k).

The same for me. (Latest version from Stream)

Texture UTILISATION says how much UV space is actually used so, in this case, it would be more efficient to have a single 4K texture as it would fit in the 4k texture…

I’ve just checked in my case and reducing the texture resolution to 4k or 2k results in a utilizations of 47% and 79% respectively.

Sorry to be blunt, but this workflow doesn’t make any sense to me. The maximal textures unwrap should *always* try to achieve the maximum utilization regardless of the resolution. I don’t understand why it won’t unwrap at 79% utilization for an 8k texture? Texture size should be something the user specifies, not the software.

At the moment it feels like the only way to get the best use with a single texture is to set it to fixed texel size and then use trial and error to find the smallest texel size before the textures count increases to 2.

For example on the current model…

Code:
texel size 0.0040 = 1 texture, utilization 40%
texel size 0.0030 = 2 textures, utilization 34%
texel size 0.0032 = 1 texture, utilization 61% < the 'best' setting
This model is only 50,000 triangles so it unwraps quickly, however on larger models having to use trial and error to find the best utilization would clearly be impractical. Also, for some reason I can't get anywhere near the 79% utilization I got with 2k + maximal textures without the texture count increasing to 2.

I’ve noticed that there’s a ‘texture quality’ factor in the stats for the selected model and it will never go above 100% when using maximal textures count, which seems related to the low utilization when using large textures.

From my own point of view the unwrap should prioritise utilization over quality, which doesn’t seem to be the case at the moment. Apologies if all the above sounds overly critical, just trying to illustrate how I think this could be improved.

Hi IanB
just write all this on a piece of paper and think a bit more about it…

We calculate proper texel size etc. So if for an 8k texture is only 21 %, than with lowering the texture to 4k ( 1/4 of 8k ) you will get to HIGHER texture utilization, because there is NOT enough data that can fill an 8k texture… That is why there is so much unfilled texture space, as there is not enough texture to fill the whole area…

Yes, you can create your OWN UVs and change the “density” of pixels per UV island, this way you will get texels that are stretched, so they do not represent the real dimensions of texel resolution…

I don’t want to get involved in an argument over the technicalities of what’s right and wrong. I know I won’t win :slight_smile:

Would it be possible for the unwrap tool settings to have an extra option for the unwrap style, which would make the most efficient use of the texture space regardless of the resolution? I honestly believe this is what many (or even most) users expect from an unwrap function, even if there is the potential for it to created stretched textures.

In keeping with the naming of the existing options ‘Maximal texture utilization’ would seem very suitable.

Hi IanB
We already use very efficient UNWRAPING algorithms. And from my own experience, the 4K texture resolution gets you the best possible utilization… or you can create your own UVs that are always one of the best solutions…
What sort of subject are you scanning that you need to play with unwrap efficiency ?

Is there currently a way to have the packer select the optimal texture size to output exactly how much data is available, at maximum utilization?

Hi Olin

If you get TEXTURE QUALITY to 100 %