LilyTexturePacker for Blender
lily texture packer addon
LilyTexturePacker for Blender – Intelligent Texture Atlas & UV Packing Tool
Version: 1.1.3
File Size: 2MB
Download LilyTexturePacker for Blender on Windows, Mac, and Linux, a powerful texture packing add-on that automatically creates optimized texture atlases from multiple materials and models. Combine textures into single efficient sheets, pack UV islands with maximum space utilization, and reduce draw calls—perfect for game developers and real-time artists .
Key Features of LilyTexturePacker:
- Intelligent Texture Packing: Automatically combines multiple textures into single texture atlases with optimal space utilization
- UV Island Packing: Packs UV islands from multiple objects or materials into single UV spaces with adjustable margin and rotation controls
- Multi-Object Support: Pack textures and UVs from multiple objects simultaneously while preserving individual material assignments
- Automatic Material Baking: Bake multiple materials into single atlas materials with proper shader conversion
- Resolution Control: Set target atlas resolution—from 512×512 to 8192×8192—with automatic scaling options
- Margin Adjustment: Control padding between packed UV islands to prevent texture bleeding
- Margin Fill Options: Fill empty atlas space with solid colors, edge extension, or transparent pixels
- Real-Time Preview: See atlas layout and UV packing results instantly as you adjust parameters
- Batch Processing: Process multiple asset groups simultaneously for efficient pipeline workflows
- Export Ready: Generate texture atlases and updated UV maps ready for game engine export
Perfect For:
- Game developers creating optimized assets for Unity and Unreal Engine
- 3D artists reducing draw calls for real-time applications
- VR/AR developers optimizing texture memory usage
- Mobile game developers creating efficient, low-memory assets
- Anyone needing professional texture atlas creation in Blender
System Requirements:
- Blender 3.6, 4.0, 4.1, 4.2, 4.3
- Windows 10/11 (64-bit), macOS, or Linux
- 4GB RAM minimum (8GB+ recommended)
- 20MB available disk space
Installation:
- Download the add-on zip file
- In Blender, go to Edit > Preferences > Add-ons
- Click “Install” and select the downloaded zip file
- Enable the add-on by checking the box next to “LilyTexturePacker”
Note: LilyTexturePacker solves the common challenge of creating efficient texture atlases for real-time applications . The intelligent packing algorithms and automatic material baking make it essential for game developers, VR/AR creators, and anyone optimizing 3D assets for real-time rendering . Perfect for reducing draw calls and optimizing texture memory usage . Designed for Blender 3.6 and above . Essential for game asset optimization workflows .
Blender add-on to pack many textures into a single image. Just select all objects to pack textures from and go to menu Objects > Lily Texture Packer. A new image including all textures will be available in UV editor, and UVs of all object will be correctly placed within this new image!
Lily Texture Packer is:
- Easy-to-use No cumbersome options to tune, just select and click;
- Fast Using Numpy and a precompiled C++ packing implementation;
- Efficient Almost minimal lost space, as square as possible texture atlas, keeps only the part of original textures that is actually used by UVs
Demo! https://www.youtube.com/watch?v=OyaCfshX3zo
I want this for free! If for some fair reason you cannot afford the $5 minimum donnation for this product, you are invited to contact me and provide more details about your case. I may (or may not) consider reducing the price.
Extra details The add-on is making the following hypotheses about your scene. You may request for improvements regarding them:
– Only one UV per object;
– One texture per material is used. The add-on tries to guess by browsing the node graph which is the baseColor and uses this one;
– Texture mapping is using UVs (not procedural coordinates);
– Objects don’t share textures (otherwise they will be copied several times in the output, so that UVs don’t overlap);
– UDIMs are not used.
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