Hello Jussi, Thank you for your time and detailed explanation.
All my bug reports have been submitted correctly to JetBrains YouTrack or fixed by you. You have fixed so many export bugs that it is hard to tell. Unfortunately for me, I can’t look at them anymore. I am not allowed.
But here in this one: AM65 UV mapping fail Vr4.3dm (734.6 KB)
Rh9 WIP
For all of this objects, I was not able to import them correctly to other software. Are upside down. I have tried and tried but I can’t find a solution. So I presume it is a bug.
About the actual state
A lot of false positives occur because the final mapping is controlled in a decentralized way, spread across the exporter, UV Editor, Properties, Grashopper and the texture itself. All 5 are fighting for control over the final UVs. This is how Rhino works. If the Properties panel goes away, it will simplify things by centralizing more control in the UV Editor.
Yep, so the problem now is that the final UV mapping setup has four or more points of control:
- The export interface
- The Editor Texture > Mapping (handy)
-
The Properties Texture Mapping setup. So this will go away in Rh9? I like that idea.
-
The UV Editor itself
And eventually also Grasshopper.
They all fight for control. Mapping is spread decentrally, so exporting creates false positives. For the user, it is hard to tell what is really happening.
Some rough ideas on the fly: an option window showing the final UV view before exporting, with the final UVs displayed.
In Rh9 WIP, make a box, export as OBJ (welded). Notice that the UV islands
are NOT preserved on export.
In Blender
RizomUV
In the long run, it would feel natural for users to request this ability. After all, Rhino was originally built around NURBS surfaces — a strong selling point.
The mesh interface side is still not as mature or user-friendly as Rhino’s NURBS surface tools. Therefore, the UV editor feels limited.
Perfect unfolding of complex curved surfaces is not always possible without surface cuts or some approximation. Still, is there a known technical reason that makes direct UV editing on NURBS surfaces much harder than on meshes?