![unwrella hard surface unwrella hard surface](https://www.3d-plugin.com/wp-content/uploads/2015/05/unwrella3_03_for_Autodesk_2016l.jpg)
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.
![unwrella hard surface unwrella hard surface](https://www.unwrella.com/wp-content/uploads/2014/05/troll_hunter_unwrella.png)
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. In that case surfaces will be discarded even though they are visible when their angle towards the camera becomes too high.Ĭlassic - This is the packing engine used by old versions of Unwrella. This option can also be set to negative values. This allows inclusion of surfaces that are not visible for the current view but might become visible when the camera and/or object are moved or rotated. The View Angle option is ignored in this case.Įxtend - Increasing this value allows for a greater angle of tolerance towards backfacing polygons. Orthographic - Ignores perspective and uses an orthographic projection to determine visible surfaces. Smaller angles will cause increasing amounts of geometry behind and to the sides of the view direction to be discarded. An angle of 180 degrees will consider all surfaces visible from the given point. Using an actual camera is recommended because it provides the most intuitive setup and allows a viewport to show the corresponding perspective.įOV - The angle towards the view direction that is used to consider surfaces for the unwrap. Any object can work and its local negative Z axis is used to determine view direction. This does not have to be an actual camera. Pick Camera - Chooses the object which determines the perspective for the unwrap. 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.
![unwrella hard surface unwrella hard surface](https://mir-s3-cdn-cf.behance.net/project_modules/disp/367b6937591349.56066e8d76235.jpg)
This is where the generated UV maps will be stored.Ĭut Grooves - Adds seams to edges that form a groove. If Pack Existing is selected this spinner determines the source channel for the UV data. The accompaying spinner determines from which of the original map channels the seams are taken. Please see the chapter about manually placed seams for further information. This results in unwrapping results that are more conformant with certain workflows (i.e. Keep Seams - If checked all seams that already exist on the mesh will be kept while unwrapping. 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 it’s disabled each object receives its own independent UV packing without affecting chart placements of other objects. When Combine is enabled the charts of the objects are packed together into the same UV space so that they can share a texture. Combine - This option determines how unwrapping of multiple objects is handled when an instance of Unwrella is applied to multiple objects at once.