Pixel Perfect UV Grid
Imagine I have a 256x256 texture that is going to be taking up the 0 to 1 UV space. I have a bunch of tris, (I've triangulated the mesh and then cut all the faces into their own UV shells). I want to arrange them so each one occupies the space of one pixel in a grid of UV shells inside the 0 to 1 space. Is something like this easily doable? Probably have to get python involved? Just wanted to see if anyone had done anything like arranging shells in a grid based off a set value of distance. In this case I could just do 1/256 and offset by that much each time https://omegle.onl/ , than when the first row of UV shells is laid out to 1, it starts a new row on top and continues like this.
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