Hello CG (Talk lol) Society
It’s been some time…
So here is a question about the wonderful UV Distortion Shader used to show UV distortion of your UV Shells in the Texture Editor and Viewport.
Below is an example mesh of a retopo’d brick pile photogrammetry scan. As you can see it’s UV’d in one nice large piece and relaxed to avoid a bunch of nasty shells and wasted UV space.

Now I would go through a separate the distorted areas and remap them. The selection process will be lengthy and it’s not just this pile of bricks I need to do. I have other similar objects that will require the same process.
So my question is:
Is there a way to determine the UV’s/Verts/Polys that are over a certain distortion level and make a selection from such information?
Thanks in advance!
aKEWt 