Detecting UV overlaps

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Is there a way to find primitives or vertices which overlap in the UV? Automatic UVing methods tend to leave behind overlaps which break texture baking. If I could find the prims involved then I could lay them out separately.
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hello, maybe there's some utility in the gameDev toolset, but I'm not really sure about it.

Anyway, one way you could do it yourself is to assign uv values to the point position, then use a boolean in detect mode to find the self-intersections (AxA polygons).

Not ideal for high-res model, as boolean operations are quite slow.
Probably there better ways to do that.
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Great idea thanks! Polydoctor also works but I haven't measured if it's faster.
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