-33% СКИДКААддоны Blender
<h2>Stop wasting draw calls. Start shipping optimized game assets.</h2>
<p><strong>AtlasPro</strong> is the ultimate texture atlasing toolkit for game developers working in Blender. Combine multiple PBR textures into unified atlases, generate trim sheets, create palette textures for stylized games, and pack channels for mobile — all without leaving Blender.</p>
<hr>
<h3>The Problem</h3>
<p>Every material in your scene costs a draw call. A typical game environment with 50 unique materials means 50 draw calls just for static objects. On mobile, that’s a death sentence for performance. Manual atlas creation is tedious, error-prone, and breaks every time you update a texture.</p>
<h3>The Solution</h3>
<p>AtlasPro automates the entire atlasing pipeline. Select your objects, click one button, and get a production-ready atlas with properly repacked UVs, mipmap-safe padding, and a unified material. <strong>Your 50 draw calls become 1.</strong></p>
<hr>
<h3>Features</h3>
<h4>PBR Atlas Creation</h4>
<ul>
<li>Combine <strong>Albedo, Normal, ORM, and Emission</strong> maps from multiple objects into single atlas textures</li>
<li>Intelligent bin-packing algorithm — no wasted atlas space</li>
<li>Automatic UV re-layout with <strong>mipmap-safe padding</strong> (power-of-2 pixel boundaries)</li>
<li>Configurable resolution: 512 to 4096</li>
<li>Auto or manual padding modes</li>
<li>Creates a unified Principled BSDF material with all atlas maps connected</li>
</ul>
<h4>Trim Sheet Generation</h4>
<ul>
<li>Arrange textures into organized <strong>horizontal, vertical, or grid</strong> trim sheets</li>
<li>Configurable cell count (2–16)</li>
<li>Pixel-perfect margins between cells</li>
<li>Automatic UV remapping to correct trim sheet regions</li>
<li>Perfect for modular environment art</li>
</ul>
<h4>Palette Texture Creation</h4>
<ul>
<li>Extract dominant colors from your scene using <strong>K-Means clustering</strong>
</li>
<li>Support for 4 to 32 color palettes</li>
<li>Sample colors from textures or directly from material base colors</li>
<li>Row or grid palette layout</li>
<li>Automatic UV remapping to palette pixels</li>
<li>Ideal for <strong>stylized, low-poly, and mobile</strong> games</li>
</ul>
<h4>LOD-Aware Atlasing</h4>
<ul>
<li>All LOD levels share a <strong>single atlas texture</strong>
</li>
<li>Proportional UV space allocation: LOD0 = 100%, LOD1 = 50%, LOD2 = 25%, LOD3 = 12.5%</li>
<li>Automatic LOD chain detection via <code>_LOD0</code> / <code>_LOD1</code> naming convention</li>
<li>Fewer textures = less VRAM = faster loading</li>
</ul>
<h4>Channel Packing</h4>
<ul>
<li>Pack multiple PBR maps into a single RGBA texture</li>
<li>Built-in presets:
<ul>
<li>
<strong>ORM</strong> — AO (R) / Roughness (G) / Metallic (B)</li>
<li>
<strong>Unity Standard</strong> — Metallic (R) / AO (G) / Detail (B) / Smoothness (A)</li>
<li>
<strong>Unreal ORM</strong> — AO (R) / Roughness (G) / Metallic (B)</li>
<li>
<strong>Mobile Compact</strong> — Metallic (R) / Roughness (G) / AO (B) / Emission Mask (A)</li>
</ul>
</li>
<li>Automatic smoothness inversion from roughness</li>
<li><strong>4 textures → 1 texture = 75% VRAM savings</strong></li>
<li>Optimized for ASTC / ETC2 mobile compression</li>
</ul>
<hr>
<h3>Before & After</h3>
<table>
<thead>
<tr>
<th>Without AtlasPro</th>
<th>With AtlasPro</th>
</tr>
</thead>
<tbody>
<tr>
<td>50 materials = 50 draw calls</td>
<td>1 atlas = 1 draw call</td>
</tr>
<tr>
<td>20 PBR textures = 80 MB VRAM</td>
<td>4 atlas textures = 16 MB VRAM</td>
</tr>
<tr>
<td>Manual UV repacking in Photoshop</td>
<td>One-click automatic repacking</td>
</tr>
<tr>
<td>Hours of manual work</td>
<td>30 seconds</td>
</tr>
</tbody>
</table>
<hr>
<h3>Who Is This For?</h3>
<ul>
<li>
<strong>Game environment artists</strong> building modular levels</li>
<li>
<strong>Mobile game developers</strong> optimizing for performance</li>
<li>
<strong>Indie studios</strong> that need AAA optimization on a budget</li>
<li>
<strong>Stylized game artists</strong> creating palette-based art</li>
<li>
<strong>Technical artists</strong> setting up asset pipelines</li>
</ul>
<hr>
<h3>Compatibility</h3>
<ul>
<li>Blender <strong>3.0</strong> and newer (tested up to 4.4)</li>
<li>Works with any render engine (Cycles, EEVEE)</li>
<li>Export-ready for <strong>Unity, Unreal Engine, Godot</strong>
</li>
<li>No external dependencies — pure Python + NumPy (bundled with Blender)</li>
</ul>
<hr>
<h3>What’s Included</h3>
<ul>
<li>Full addon source code (Python package)</li>
<li>5 operators with undo support</li>
<li>6 UI panels in 3D Viewport sidebar</li>
<li>Bin-packing algorithm for optimal atlas layout</li>
<li>K-Means color clustering (no external libraries)</li>
<li>Mipmap-safe UV padding system</li>
</ul>
<hr>
<h3>How To Use</h3>
<ol>
<li>Install the addon (Edit → Preferences → Add-ons → Install)</li>
<li>Open the <strong>AtlasPro</strong> tab in the sidebar (N key)</li>
<li>Select your objects</li>
<li>Choose your settings (resolution, maps, padding)</li>
<li>Click <strong>Create PBR Atlas</strong>
</li>
<li>Done — unified material with atlas textures applied</li>
</ol>
<hr>
<h3>Changelog</h3>
<p><strong>v1.0.0</strong></p>
<ul>
<li>Initial release</li>
<li>PBR atlas creation (Albedo, Normal, ORM, Emission)</li>
<li>Trim sheet generation (horizontal, vertical, grid)</li>
<li>Palette texture creation with K-Means clustering</li>
<li>LOD-aware atlasing with proportional space allocation</li>
<li>Channel packing with 4 presets (ORM, Unity, Unreal, Mobile)</li>
<li>Mipmap-safe padding system</li>
<li>Bin-packing layout algorithm</li>
</ul>Аддоны Blender
Atlas Pro
Теги