Texel Density Explained Fast
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- เผยแพร่เมื่อ 23 ก.ย. 2024
- This video isn't a fully comprehensive look into texel density but you should get a good understanding of what it is and why you need to consider texel density as you layout your UV tiles.
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Thank you for explaining! When I first started messing around with UV's I noticed there were so many inconsistencies with my models, I understood this concept but didn't know it was simply called texel density!
Only 3 minutes but so useful and clear. No other long TD videos have made me understand better than this...Thank you!
The visuals in this made it so easy for me to understand. Thankyou for making this video!
Glad it was helpful!
Awesome Texel Density demonstration
Thanks! Glad you liked it!!
This just completely fixed my understanding of uvs thank you so much!
hey thank you very much for the clear explanation I was getting very confused (and so apparently for something quite easy to understand :D )
Glad the video helped you to understand :)
Thanks, learn something new every day! :D
Happy to help!
Thanks for making this video, very helpful! Is there a rough guideline to aim for when checking the Texel Density?
In my current environment scene, the models UV's range between 0.5 up to 5.
Im checking this in the UV Toolkit, under the Transform tab if anyone was wondering
I’m still not following…if I am applying multiple textures to the same asset, would I still want to change all the UVs to a similar size?
Or can I correct stretched or overblown-scale textures by manipulating the UVs
Any help is appreciated
So it's basically pixel density but we use a higher term texel? kinda like cell-tissue
very well explained thank you
Very good explanation.
Glad it was helpful!
How to fit every uv shell in a map and save a good texel density?
When i set texel density 20.48 for 2k my uv shells become very big and i can't fit them i the map
Well that’s when you need to start considering how you’re laying out your shells. If you can’t fit all the shells with a good texel density, then you might need to consider splitting the shells across multiple tiles with UDIMs. Or try fitting them and using a higher resolution texture map.
Very well, explained.
tnx man your data in good
I know all this & yet it's until he dumbed it down that I realized what is the causing the issue I'm currently having with a planet model. ~TY
good now how to set it up.
Awesome....
Thank you! Glad you liked!
This has a fundamental problem: What do you do if your textures themselves have a different information density? You can have a checkered texture with UV's displaying a perfectly equal texel density, and yet when you swap to a packed texture, some of them are too big and others are too small; which means you have to scale to UVs for each individual texture anyway. This means that the checkered texture is a pointless reference point and a waste of time.
Then you take it case by case, if it's something that needs more resolution just make the shell bigger, the checkered texture is not a waste of time at all it gives great information for texturing models