QuickSDFTool v0.3.0-preview
This preview release focuses on the 0-90 to 0-180 symmetry workflow, generated SDF preview reliability, and timeline toolbar polish.
Recommended Audience
- Technical artists authoring toon-shadow threshold maps in Unreal Engine 5.7.
- Teams using separate left/right UV islands who want to avoid painting both halves manually.
- Users testing the generated SDF material preview and material-slot based workflow.
Tested Environment
| Item | Status |
|---|---|
| Unreal Engine | 5.7.4 tested development target |
| Platform | Windows development environment |
| Project type | C++ Unreal project |
| Shader model | SM5 or higher |
UE 5.6 and earlier are not supported for this preview.
Highlights
- Added
UVIslandChannelFlip90for generating the 90-180 side from island-local mirrored 0-90 data. - Added island mirror data storage on texture sets, plus chart coverage handling and warnings for ambiguous or unpaired islands.
- Kept final island-channel output shader-compatible with normal 0-180 threshold maps.
- Fixed island-channel mirror direction so self-paired islands flip horizontally, not vertically.
- Fixed channel packing so final export uses the expected R/A/B/G swizzle while preserving the historical B-channel behavior.
- Fixed
UVIslandChannelFlip90G/A output order. - Added generated SDF material preview mode and auto-preview handoff after successful generation.
- Fixed Material Slot row selection in the custom details UI.
- Removed the obsolete
Shadowpaint overlay toggle and its unused icon/property path. - Tightened timeline layout by reserving fixed width only for angle numbers, keeping toolbar buttons stable without wasting header space.
- Updated English and Japanese README files with symmetry mode behavior, channel layout, shortcut changes, and verification notes.
Upgrade Notes
- This release targets UE 5.7+ only.
- The old
Shadowquick toggle has been removed. The quick-toggle shortcuts now run fromAlt + 2throughAlt + 8. UVIslandChannelFlip90writes RGBA16F / HDR-compatible output even in Monopolar mode; it does not use grayscale-onlyG16output.- Existing
bSymmetryModeassets continue to migrate to the matching enum mode on load. - For island-channel symmetry, large UV shape mismatches, overlapping islands, out-of-range UVs, and unpaired islands can produce warnings and fallback behavior.
Verification Steps
- Open a C++ UE 5.7.4 project with the plugin enabled.
- Build
sdfbuildEditor Win64 Development. -
Run the automation groups:
Automation RunTests QuickSDFTool Automation RunTests QuickSDFTool.Core Automation RunTests QuickSDFTool.Core.Timeline - Enter Quick SDF mode and select a mesh with multiple material slots.
- Select rows in Material Slots and confirm the active slot changes.
- Generate SDF with
Off,Texture Flip, andUV Island Channel Flip, then inspect the generated texture channels. - In
UV Island Channel Flip, confirm 90-180 channels are generated from island-local horizontal mirror sampling. - Confirm the generated SDF preview mode can display the newly generated threshold map.
- Confirm the timeline header and key angle labels stay stable for 1-, 2-, and 3-digit angles.
- Confirm the obsolete
Shadowtoggle is absent from the timeline toolbar and quick-toggle menu.
Known Defects
- UV layout can affect the relationship between brush size and painted area.
- GPU JFA shader files exist, but the public generation path currently uses the CPU
FSDFProcessorpath.
Release Assets
QuickSDFTool-v0.3.0-preview-Win64.zip: packaged plugin build for Windows / UE 5.7.4 testing.- Source archive generated by GitHub from the tag.
Full Changes
Compare with the previous preview: https://github.com/yeczrtu/QuickSDFTool/compare/v0.2.0-preview…v0.3.0-preview