Controls how a Contour Stretch UVs projection is calculated for a selection of polygons, and how the resulting UV coordinates correspond to the texture image.
To display: Click the icon of the PolyUVContourStretching operator under the appropriate texture projection's node in the explorer.
Mute |
When enabled, the contour stretch operation is temporarily disabled, or muted. |
Method |
Specifies how the polygon selection's UV coordinates are calculated. Choose one of the following options: Walking on the Mesh From Contours: calculates the UV coordinates by following the mesh as closely as possible from contour to contour, in both the U and V directions, and accumulating edge distances from the selection's borders. This option will usually give the best results, particularly on complex meshes. Spatial Distance from Contours: calculates the UV coordinates by travelling from border to border without trying to follow the mesh. This method gives fast results on simple meshes, and quick and dirty results on more complex meshes. Walking NxM Regular Quads from Contours: calculates the UV coordinates by walking from border to border and trying to build parallel border lines to produce a grid-like structure. This is most effective for regular shaped NxM rectangular polygons, and may produce undesirable results when the mesh is irregularly shaped. Projection on Surface Built from Contours: creates an internal parametric surface using the contours and borders of the polygon selection and then projects the polygon selection onto that surface to calculate its texture coordinates. This method is especially useful for bumpy, terrain-like surfaces. |
Interior Smooth |
Performs a simple smoothing operation on the internal points of the UV coordinate set (the contour is unaffected). The result is to spread the UV coordinates outward within their contour. This is especially useful when the initial Contour Stretch projection has created undesired overlapping of UV coordinates. Unlike a relax operation (see Relax Property Editor), which attempts to smooth the UV coordinates by linking tension in 2D and 3D space, Interior Smooth computations are done only in the UV domain. |
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