Vixen
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Engine · guide

UV packing

Islands in, transforms out — a standalone atlas packer whose margin is counted in texels and whose output does not move between runs.

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  • UV charting and seams — Where to cut a mesh — a distortion-driven recursion whose chart count is an outcome of a quality target, and seams that are walks on the mesh's own edges.
  • UV flattening — A chart in, a flat island out — a three-rung ladder that measures what it cost you four ways and refuses anything it would have to fold.
  • UV texel density — Uniform texels per world unit, with a per-material override and a per-chart multiplier — and a measurement that says what the atlas actually got.
  • UV stacking — Two symmetric islands sharing one region of texture — detected and offered, never applied on your behalf.
  • Map baking — Casting the output's normal at the source to fill an atlas with a normal map, a displacement map and seven more mesh maps, on the CPU, with no device anywhere.
  • Editable meshes — Faces over shared positions, an edge table that reports rather than refuses, and face groups.
  • Mesh operations — Extrude, inset, bevel, loop cut, knife, bridge, weld, dissolve — the modelling verbs, as functions over a mesh.