User Guide: Optimize
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; Map Rez : Change the '''Map Rez''' setting so that UVLayout knows the pixel resolution of the map that you will be using with these UVs, and it'll use that to work out when to stop flattening a shell; if the change is less than a pixel, there's no need to optimize further. You can cheat here though, so if you want a less accurate but faster optimize, reduce the '''Map Rez''' setting. | ; Map Rez : Change the '''Map Rez''' setting so that UVLayout knows the pixel resolution of the map that you will be using with these UVs, and it'll use that to work out when to stop flattening a shell; if the change is less than a pixel, there's no need to optimize further. You can cheat here though, so if you want a less accurate but faster optimize, reduce the '''Map Rez''' setting. | ||
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+ | ; Maintain Symmetry : If Symmetry editing is turned on, and this option is ticked, then shells that are split in half by the mirror line will maintain their symmetrical shape during the optimize. {{New:end|v1.21|User Guide: Hotkeys#v121}} </div> | ||
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; Calc Subdivision Targets : When a mesh is loaded as a SUBD surface, UVLayout moves the cage control points down onto the subdivision surface, and its this "knots surface" that you see and edit; under most circumstance this is enough to produce distortion free UVs for SUBD surfaces. There are certain shapes however where this approach doesn't work so well, and so '''Calc Subdivision Targets''' can then be used to compute a more accurate approximation of the subdivision surface; it can take a few minutes, so is not applied by default when SUBD surfaces are loaded. Pick the shells you want to apply this too, click the '''Calc Subdivision Targets''' button and wait for it to finish processing, then re-optimize. If no shells are picked, all unlocked shells are processed. {{New:end|v1.20.4|User Guide: Hotkeys#v1204}} </div> | ; Calc Subdivision Targets : When a mesh is loaded as a SUBD surface, UVLayout moves the cage control points down onto the subdivision surface, and its this "knots surface" that you see and edit; under most circumstance this is enough to produce distortion free UVs for SUBD surfaces. There are certain shapes however where this approach doesn't work so well, and so '''Calc Subdivision Targets''' can then be used to compute a more accurate approximation of the subdivision surface; it can take a few minutes, so is not applied by default when SUBD surfaces are loaded. Pick the shells you want to apply this too, click the '''Calc Subdivision Targets''' button and wait for it to finish processing, then re-optimize. If no shells are picked, all unlocked shells are processed. {{New:end|v1.20.4|User Guide: Hotkeys#v1204}} </div> |
Revision as of 09:10, 2 August 2007
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Open up the Optimize panel to find tools for finalizing the flattening of only partially flattened shells.
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