UVPackmaster 2 is an efficient UV packing engine available as a command line tool. Its robustness comes from the fact that it was written in C++ and runs as a multi-threaded application.
You can purchase the engine at gumroad. It is available in two editions:
Read below to learn more about differences between editions.
The engine can be used together with Blender using the free UVPackmaster add-on for Blender 2.8x. IMPORTANT: in order to run the engine together with Blender follow the setup guide.
Watch a video showing packer capabilities with Blender:
UDIM support and other new features:
I bought the pro edition here a couple weeks back, and I have to say, it’s a brilliant add-on. It’s quick, easy to use, produces excellent results, and saves me from the freakishly boring exercise in tedium that is UV packing - Renzatic (source)
The best UV packer ever - Tosky (source)
Just tried it on a complex model I did last year with 3ds Max. Many curved shapes, many tiny islands. Back then UV packing was done with PolyUnwrap and lots of manual improvements. I don’t know any more how much time I spent on it but it must have been one or two hours at least - standard_owl (source)
Why is UVPackmaster worth buying?
First of all UVPackmaster is probably the most speedy packer out there. It can pack a UV map consisting of 1000 islands in about a second on 2-core i5 CPU. If the number of cores in your CPU grows the packer is getting even faster, due to our sophisticated algorithm which always make use of all cores, no matter what packing parameters are. And it was about packing on CPU. Note that with UVPackmaster you can also pack on Cuda-enabled GPUs - then it totally outperforms all other packing solutions available.
Secondly UVPackmaster is a fully featured add-on. It supports: heuristic search, locking overlapping islands, packing to other islands, island grouping, UDIM support, aligning islands of a similar shape, packing for a texture of any ratio and UV map validation.
Why is packing speed important?
One might actually ask: why is speed so important? Does it really matter whether a UV map is packed in 1 second or in 4 seconds? 4 seconds is not a long time to wait at all. The point is that in case of many UV maps a single packing run will give you a good result (with decent coverage), but it won't be the most optimal one. In order to achieve really tightly packed UV map one needs to iterate packing many times, using random modifications to the process at every iteration and storing the best result found (so called heuristic search). This is the case when the time needed to perform single packing iteration becomes crucial - the shorter the time of single iteration the faster the optimal solution is found. UVPackmaster, thanks to its efficiency, is able to perform a heuristic search really fast even when packing on CPU only. But keep in mind that UVPakmaster 2 supports different packing devices. Not only CPU, but also Cuda-enabled GPUs. Starting from version 2.1 the add-on has capability to perform heuristic search on all available packing devices simultaneously. If you have a GPU in your system the add-on will use it together with your CPU, so it will perform iterations much faster. If you have more GPUs, it will be even faster, being able to perform thousands of iterations every second.
By purchasing the UVPackmaster engine you get a lifetime license to use it. You also get access to all future updates of UVPackmaster 2 for free. We continuously work to improve the engine and you can expect a lot of great updates in the future. Read the release notes below to learn more about all improvements we incorporated into the product over the past months.
The packer is available in two editions: standard (with limited features) and professional (fully featured). The differences between editions are depicted in a table:
|efficient UV packing algorithm|
|UV islands area measurement|
|overlapping UV islands detection|
|heuristic search algorithm|
|packing for a non-square texture|
|add new UV islands into existing packing|
|select/align UV islands of a similar shape|
|accurate pixel margin calculation|
|packing to a custom UV area rectangle|
|overlapping UV islands lock|
|grouping UV islands|
|advanced heuristic algorithm|
|UV map validation|
|defining rotation step on a per UV island basis|
|packing on GPU*|
|heuristic search on all devices simultaneously (CPU and all GPUs)*|
* - available on Windows and Linux
The demo edition is available for free. It has all capabilities of the professional edition, but the packing result is rendered in a separate window - it is NOT applied to the UV map. You can download the demo from the Downloads page.
For more info read the Blender Artists thread.
If you already bought any UVPackmaster license (including UVPackmaster 1) and want to upgrade to a more expensive license, you only have to pay the difference between the new license price and the amount you originally paid. Send us an e-mail to email@example.com with an update request and we will send you back a discount code.
|Windows||64-bit||Visual C++ 2017 Redistributable must be installed.|
|Linux||64-bit||Distribution should satisfy VFXplatform CY2020 requirements. If you are not sure, simply download the demo version of the packer and verify whether packing works on your distribution.|
OS X 10.11 or higher
|No specific requirements. Packing on GPU is not supported on Mac systems.|
- fix occasional packer crashes
- tweak the UV validation feature
- add the ‘Search On All Devices’ option
- add the ‘Pixel Margin’ option
- add ‘Mesh Parts’ and ‘Object’ island grouping methods
- bug fixes
- add the ‘Packing Box’ option
- add the ‘Pack To UDIM Tiles’ grouping mode
- add per-island rotation step
- add the ‘Pack To Tiles (Fixed Scale)’ packing mode
- add the ‘Heuristic Search Time’ parameter
- improve result rendering in the demo version
- bug fixes
- add the ‘Pixel Padding’ option
- support ‘Pack To Others’ with scaling
- support packing to tiles with scaling
- add manual grouping method
- hotfix for the Align Similar functionality
- add buttons for moving the packing box to a neighbor tile
- performance optimizatins for new modes.