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Setting up unwrella in maya 2014
Setting up unwrella in maya 2014







Pre-Rotate - This option rotates all charts to individual, optimal starting orientations. When it is disabled all charts will keep the exact size they had before the packing. This results in pixels being more evenly distributred over the mesh. Rescale - When this option is checked the individual UV charts are rescaled depending on the amount of mesh surface they cover. It will be noticeably slower but will usually squeeze out a few more percent of texture area utilization. High Quality - This is similar to the Efficient type but it performs additional calculations to improve the packing results. In most cases this mode is significantly slower than the other modes.Įfficient - This is the default packing and provides an optimized tradeoff between result quality and performance. This option will always result in some padding, even if padding is set to 0. Packing without any padding is not supported. This mode does not fill holes in UV charts. Rotation cannot be adjusted and charts will always be rotated the same regardless of the rotation options chosen below. Using high a high texture size has a significant performance impact. The classic mode uses the reference texture dimensions to determine its packing quality. Keep in mind that this mode contains some limitations: It is preserved for compatibility reasons but in most cases the other types will produce better results. Pack Mode - Selects the used packing mode.Ĭlassic - This is the packing engine used by old versions of Unwrella. If the angle between the normals is higher than the given angle, a seam will be added. The angle defines the threshold for seam placement. If the angle between the normals is higher than the given angle, a seam will be added.Ĭut Ridges - Adds seams to edges that form a ridge. Please see the chapter about manually placed borders for further information.Ĭut Grooves - Adds seams to edges that form a groove. This results in unwrapping results that are more conformant with certain workflows (i.e. Keep Borders - If checked all UV borders that already exist on the mesh in the currently active UV set will be kept while unwrapping. Disabling this option allows for unwraps suitable for non-square texture maps. The Height option is consequently ignored and the width determines both dimensions. Lock Aspect Ratio - While this is enabled Unwrella will produce an unwrap for a square texture map. Gutter padding - Distance between charts in the texture. 0 means no stretching is allowed, 1 means any amount of stretching can be used. Texture stretch - The amount of stretching allowed. See Projection Unwrap for settings relating to this unwrap mode. This allows a much more efficient use of UV space is the geometry is only seen from a fixed or slightly changing perspective. Visible surfaces are distributed over the UV area while geometry not visible for the given view gets excluded. Projection unwrap - Unwraps the geometry based on a given view perspective. Pack existing - Uses the already existing UV charts and packs them together into maps without unwrapping anything. Hard surface - this mode is more suited for many architectural objects where organic unwrapping produces too fragmented results. Organic unwrapping - this mode is suited for irregular shapes. Unwrap Mode - Picks the unwrapping method. If you want to change your settings after applying Unwrella use Maya’s attribute editor instead. Using this button multiple times will add multiple Unwrella nodes to a mesh, not edit the parameters of already erxisting nodes. This creates a new modifier node for the selected mesh, calculates the new UV data and writes it into the selected (or new generated) UV Set. If you enter a name into the field new a UV set with that name will be created and used to store the unwrap result. If you leave the field ‘new’ empty, the existing set that is selected in the dropdown will be used. This is where the generated UV’s will be stored.









Setting up unwrella in maya 2014