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Modifies selected UV.

Modifies a selected part of the map by moving the selected vertices on the flattened representation of the 3D object. It works in the same way as move vertex function. Instead of references to X, Y and Z, it references to U and V. As the selected vertices are adjusted, the way the image is mapped onto the object changes accordingly. The vertices of the model (mapping) are manipulated without actually changing the vertices of the 3D object.

Node nameParentsClassificationMFn typeCompatible function sets

Attributes (11)

applyToShell, areaWeight, globalBlend, globalMethodBlend, iterations, optimizeAxis, pinSelected, pinUvBorder, scale, stoppingThreshold, useScale

Long name (short name)TypeDefaultFlags
iterations (i) integer100outputinputconnectablestorablekeyable
Maximum number of iterations for each connected UV piece.
stoppingThreshold (ss) float.001outputinputconnectablestorable
Minimum distorsion improvment between two steps in %.
areaWeight (aw) float1.outputinputconnectablestorable
Surface driven importance: 0 treat all faces equal. 1 gives more importance to large ones.
useScale (us) boolfalseoutputinputconnectablestorablekeyable
Adjust the scale or not.
scale (s) float1.outputinputconnectablestorablekeyable
Ratio between 2d and 3d space.
pinUvBorder (pub) bool0outputinputconnectablestorablekeyable
Specifies that the UV border should be pinned when doing the solve. by default only unselected components are pinned.
pinSelected (ps) bool0outputinputconnectablestorablekeyable
Specifies that the selected components should be pinned instead of the unselected components.
applyToShell (as) bool0outputinputconnectablestorablekeyable
Specifies where the whole object or just shells that are selected or pinned should be affected.
optimizeAxis (oa) enum0outputinputconnectablestorablekeyable
Degree of freedom for optimization 0=Optimize freely, 1=Move vertically only, 2=Move horzontally only
globalBlend (gb) float0.0outputinputconnectablestorablekeyable
This allows the user to blend between a local optimization method (globalBlend = 0.0) and a global optimization method (globalBlend = 1.0). The local optimization method looks at the ratio between the triangles on the object and the triangles in UV space. It has a side affect that it can sometimes introduce tapering problems. The global optimization is much slower, but takes into consideration the entire object when optimizing uv placement.
globalMethodBlend (gmb) float0.5outputinputconnectablestorable
The global optimization method uses two functions to compute a minimization. The first function controls edge stretch by using edges lengths between xyz and uv. The second function penalizes the first function by preventing configurations where triangles would overlap. For every surface there is a mix between these two functions that will give the appropriate response. Values closer to 1.0 give more weight to the edge length function. Values closer to 0.0 give more weight to surface area. The default value of '0.5' is a even mix between these two values.