Vixen
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Engine · guide

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.

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  • UV packing — Islands in, transforms out — a standalone atlas packer whose margin is counted in texels and whose output does not move between runs.
  • UV stacking — Two symmetric islands sharing one region of texture — detected and offered, never applied on your behalf.
  • 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.