Long name (short name) |
Argument types |
Properties |
-mapBorder(-mb) |
string |
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Map the border containing the selected UV into a variety of
shapes that may be more amenable to UV relaxation operations. There
are various types of mapping available. All the resulting mappings
are fit inside the unit square.
Valid values for the STRING are:
circular - a circular mapping with picked UV closest to
(0,0)
square - map to unit square with picked UV at (0,0)
shape - a mapping which attempts to reflect the actual shape
of the object where the picked UV is placed on the line from (0,0)
-> (0.5,0.5)
shape_circular - shape mapping which will interpolate to a
circular mapping just enough to prevent self-intersections of the
mapped border
shape_square - shape mapping which will interpolate to a
square mapping just enough to prevent self-intersections of the
mapped border
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-shapeDetail(-sd) |
float |
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If the mapBorder flag is set to circular or square, then this
flag will control how much of the border's corresponding surface
shape should be retained in the final mapped border. |
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-relax(-r) |
string |
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|
Relax all UVs in the shell of the selected UV's. The relaxation
is done by simulating a spring system where each UV edge is treated
as a spring. There are a number of different methods characterized
by the way the UV edges are weighted in the spring system. These
weightings are determined by STRING. Valid values for STRING
are:
uniform - every edge is weighted the same. This is the
fastest method.
inverse_length - every edge weight is inversely proportional
to it's world space length.
inverse_sqrt_length - every edge weight is inversely
proportional the the square root of it's world space length.
harmonic - this weighting can yield near optimal results in
matching the UV's with the geometry, but can also take a long
time.
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-relaxTolerance(-rt) |
float |
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This sets the tolerance which is used to determine when the
relaxation process can stop. Smaller tolerances yield better
results but can take much longer. |
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-maxRelaxIterations(-mri) |
int |
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The relaxation process is an iterative algorithm. Using this
flag will put an upper limit on the number of iterations that will
be performed. |
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-pinBorder(-pb) |
boolean |
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If this is true, then the relevant texture borders are pinned
in place during any relaxation |
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-pinSelected(-ps) |
boolean |
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If this is true, then then any selected UVs are pinned in place
during any relaxation |
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-pinUnselected(-pu) |
boolean |
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If this is true, then all unselected UVs in each mesh are
pinned in place during any relaxation |
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