Troubleshooting
Common issues and how to resolve them, including the Blender-version differences that matter most.
The TexelPack tab doesn't appear
- Make sure you're in the UV Editor (not the 3D viewport's N-panel) and pressed N to open the side panel.
- Confirm the add-on is enabled: Edit → Preferences → Add-ons (or Get Extensions on 4.2+) and that the checkbox is ticked.
- If you upgraded from “UV Packer Pro”, remove the old
uv_packer_proadd-on — a leftover copy can shadow the new one. See Installation.
Island tools / selection on Blender 5.0
On Blender 5.0+, per-UV selection isn't exposed to Python while editing, so TexelPack reads it on the fly. The island tools and “Pack Selected” work both with UV/mesh sync on (the 5.0 default — the mesh selection drives) and with sync off (your UV Editor selection drives). On 4.5 and earlier they use the UV Editor selection directly. In every case: select the island(s) you want, then apply — only those are affected.
Packing seems slow
- Use Fast quality mode (Shelf) or a larger rotation step (90°) for iteration; switch to MAXRECTS or Max Quality for the final pass.
- Max Quality with a long search time deliberately keeps trying layouts until the budget runs out — lower the budget for quicker results.
- Packing runs in a background thread; press Esc to cancel a long pack.
Islands look like they overlap, but the report says zero
Overlap detection is geometric (based on real island shapes), so bounding boxes that visually overlap while the actual geometry doesn't are correctly reported as not overlapping. This is intended — the efficiency and overlap numbers reflect the real packed shapes.
Texel density isn't normalizing as expected
- Confirm Normalize texel density is enabled in the advanced panel.
- Density uses world-space area, so object scale matters. Apply scale (Ctrl+A) if you want predictable results from primitive scaling.
- Set a sensible target density for your texture resolution.
Margins don't look pixel-accurate
Enable pixel-exact padding so the requested spacing is honored to within ±1 px at your atlas size. This matters most for bake bleeding on lower-resolution atlases.
Filing a bug report
Use Copy report in the Last run panel and include:
- Your Blender version and the TexelPack version.
- Exact reproduction steps and what you expected vs. what happened.
- The copied report text, and a
.blendor screenshot if possible.
See License & terms for the support contact.