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Texture Painting - UV Map rotation is wrong
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Description

System Information
Operating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits

Blender Version
Broken: version: 3.5.0 Alpha, branch: master, commit date: 2022-12-02 21:53, hash: rB9719fd696488

Short description of error
I followed the procedure using this video:
https://www.youtube.com/watch?v=gz4qV5_zuMo

And when painting the texture from the image this is what I've got:

Went to add some edge loops to increase subdivision for accuracy:

Then return to painting and this is what I got:

This is the image I have downloaded and use for example:
https://media.istockphoto.com/id/173803871/photo/any-time-road-sign.jpg?s=612x612&w=is&k=20&c=9-K5mZ7tNOiMklmRNkBNIvy-9AZfk4sSCiTdDbD3aZY=

This is the file I am using:

Video capturing creation of error, sorry I have to speed up to reduce the file size:

Reproducing steps

  • Start Blender, remove default cube
  • Press numpad 0 to camera view
  • Select Camera tab from Properties
  • Select Camera's Background Images
  • Add Image, select the no_parking_sign.jpg


  • Load the no_parking_sign.jpg into Gimp, and find the dimension in Image Properties (612 x 408px)
  • In Scene tab, Format panel, enter Resolution X: 6120, y:4080
  • Shift-A to add a Plane, turn on the Axis so you can follow and understand the reason for UV map going wrong later.

  • Tab into Edit Mode and then click on Viewport Overlay, turn on the Hidden Wire to remove the solid face while you're performing next operation.

  • Notice the +Y and -X direction of the Axis of the plane as you have added the plane in 'World' Align, not 'View' Align. (This is where things going wrong, UV Map should have '+Y' pointing up)
  • Grab two points off -X axis to match up the two top corners of the 'No Parking' sign on the camera background image
  • Grab two points off +X axis to match up the bottom two corners of the 'No Parking' sign on the camera background image
  • Switch to UV Editing workspace.
  • Select the default UV Map in the UV Maps tab in the properties and in the UV Editor press 'S, X' to scale the default UV in X axis, to an equivalent proportion of the parking sign appear on the background image.
  • Edit UV Maps tab in the Properties panel, rename the default 'UV Map' as 'original'.
  • Click + to add a new UV Map and rename it as 'projected'.

  • While 'projected' UV map is selected, press U on the plane in Edit Mode, choose to unwrap as 'Project From View'

  • Switch to Texture Painting workspace.
  • Select Texture Slots in Active Tool and Work Space settings, select Mode as Single Image, click 'New' to add a new image, set Name as 'extracted_texture', leave default width and height as 1024, and background color as Black, click OK.

  • Select 'original' in the Active UV Map index (0), and 'Linear' interpolation
  • Select the Clone Brush on the tool panel on right
  • In the Brush Settings tab, on Properties panel, check the 'Clone from Paint Slot'
  • Set 'Source Clone Image' as the 'no_parking_sign.jpg'
  • Set 'Souce Clone UV Map' as 'projected'

  • Now using the clone brush and draw on the black plane on background image of the camera to clone it to the 'extracted texture' on the UV Editor.
  • You will notice that the result UV map projected is rotated.

  • The file I'm using:

  • If you redo the same set of steps, but after added the plane in, at the 'Add Plane' panel, Align field, choose 'View' instead of 'World' default, and the final result would be as expected.


As found out, there should be somewhere in the UV editing warning of this fact, that +Y of the plane is expected?

Event Timeline

I found the solution for this, temporary, don't know if this is what is required, but when adding the Plane for copying UV (creating 'original' and 'projected') if you choose to rotate the plane on the View, then the result appeared as said in the video, however, this is NOT done in the instructed video, so I'm dubious about this step. I don't think it should be needed.

With this method I got what is right:

This report does not contain all the requested information, which is required for us to investigate the issue.
It is missing the Exact steps for others to reproduce the error

Simple and straightforward videos about the bug can help a lot. But in this case it showed links to external sites that are not directly related to the bug. They are not acceptable as bug reports.

Please follow our submission template and guidelines, also read these tips about bug reports, and make a complete, valid bug report, with required info, precise description of the issue, precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.

A guideline for making a good bug report can be found at https://wiki.blender.org/wiki/Process/Bug_Reports

Did you view the instruction video via the YouTube link I provided? All steps for recreation of the problem is there. Why there is the need to duplicate?

If the target UV is rotated this is not necessarily a bug. The user who edits the UV.
You also seem to be confused when you use the UV named "original" and the UV named "projected"

Did you view the instruction video via the YouTube link I provided? All steps for recreation of the problem is there. Why there is the need to duplicate?

The Triage team already has many reports to analyze per day. Developers have an even tougher job of understanding the report, replicating and fixing the bug.

It is impractical for professionals to spend minutes or even hours on an internet tutorial in order to replicate a bug. The Bug Tracker is precisely to describe a bug, not to show that a certain result is not the same as seen in a tutorial.

Also, from the description, it is quite possible that it is not even a bug (it seems to be more of a request for assistance).

Even if confirmed, the report would need to be edited to follow the following note on bug report page :

  • Find steps to redo the bug consistently ..., and include a small and simple .blend file to demonstrate the bug.

The video does not show a bug as far as I can see.

For help using Blender, please try one of the community websites: https://www.blender.org/community/

Thank you for feed back. I have added reproducible steps. I agree with you this is a matter of UV rotation. This is not a bug but user's confusion of which way the software designer planned the +Y axis expected to be pointing upward. It's entirely up to you to decide whether this is a buggy situation or not.

Again. The UV is rotated because you (as the user) made the plane "rotated". It wasn't a bug. It was not an error in the interface. And it was not a documentation error.
You can sync selection to check if it is rotated:

  • Shift-A to add a Plane, turn on the Axis so you can follow and understand the reason for UV map going wrong later.

UV is independent of orientation. you can rotate a UV and the object's orientation remains the same.

  • Notice the +Y and -X direction of the Axis of the plane as you have added the plane in 'World' Align, not 'View' Align. (This is where things going wrong, UV Map should have '+Y' pointing up)

There was no step saying to add plane. And this is not requirement to UV projection.

As found out, there should be somewhere in the UV editing warning of this fact, that +Y of the plane is expected?

UV has no way of knowing this.

Please, again, use one of the community websites (https://www.blender.org/community/) for questions about how to use a feature.
This is useful if you're not sure if something is a bug.
And this is important so as not to delay the triage of other reports.