Repositions
the UV shells for selected objects so their arrangement is improved.
The desired workflow is generally to lay out UV shells so they are not
overlapping.
Edit UVs > Layout >
The default settings
give the best results in most situations.
Layout Objects
Select the manner in
which you want to layout the UV shells.
- Per object (overlapping)
-
When multiple objects
are selected in the scene this option specifies to lay out the UV
shells for each object individually within the UV
Texture Editor.
- Single object or multiple
objects (non-overlapping)
-
Specifies the multiple
UVs to be positioned in the UV Texture Editor as
if it were one single object.
Prescale
Scales the area of the
UV Shell proportional to either the surface area of the selected
objects in object space or world space before laying out the UVs.
Prescale is usually combined with Uniform Scale mode to scale UVs
from multiple objects into a single UV region.
Prescale is only available
when Layout Objects is set to Single or Multiple Objects (non-overlapping).
- None
-
- Object
-
Automatically scales
the UV shell to accommodate the selected objects’ surface areas in
object space.
For example, the UV Shells
for a scene consisting of 5 spheres of radius 1 will appear equal
in size using the Object setting regardless of
their individual scaling. Scaling only affects the objects’ size
in world space.
- World
-
Automatically scales
the UV shell to accommodate the selected objects’ surface areas in
world space.
For example, the UV shells
for a scene consisting of 5 spheres of radius 1, will appear according
to their individual scale sizes.
Separate shells
Specifies
how you want to cut and separate overlapping UV shells.
- Off
-
Does not separate overlapping
UV shells. Only the Scale option has an effect.
- Folds
-
Separates only shells
where the surface normals of overlapping shells point in opposite directions.
This method is faster, especially for larger models. However, you
may be left with overlapping UVs.
- All intersecting
-
Separates all shells
where the UVs overlap. This is the default.
- Flip reversed
-
Flips
UV shells that have normals pointing in opposite UV winding order.
TipIf your model is
symmetrical (for example, a character’s face), you can save texture
space by turning this option off and superimposing the UV shells
so they occupy the same texture space.
Shell Layout
Specifies where the UV
shells will lie in UV texture space.
- None
-
Does not lay out UV shells
after they have been cut. Some shells may lie on top of others.
- Along U
-
Positions the UV shells
along the U axis.
- Into Region
-
Positions the UV shells
to lie within the 0 to 1 texture space. This is the default setting.
Scale mode
Select how you want the
UV shells scaled within the UV texture space.
- None
-
- Uniform
-
Scales the shells to
fit the 0 to 1 texture space without changing the aspect ratio.
This is the default.
- Stretch to region
-
Stretches the UV shells
to fit within the 0 to 1 texture space. The UV shells may become distorted
as a result.
Shell stacking
Determines
how the UV shells get stacked in relation to each other when laid
out in the UV Texture Editor.
- Bounding box
-
Creates a rectangular
bounding box around each UV shell, then stacks the shells based
on the borders of the bounding boxes. The UV shells will have more
space between them when this option is set.
- Shape
-
Stacks the UV shells
based on the boundaries of each individual shell. The UV shells
can be more tightly arranged to fit into any available spaces when
this option is set.
Rotate
Allows the UV texture shells
to be rotated in order to better fit the UV texture space.
- None
-
Specifies that the UV
shells will not be rotated.
- 90 degrees
-
Specifies that some UV
shells can be rotated by 90 degrees to maximize the space within
the 0 to 1 UV texture space.
- Free
-
Rotates the UV shells
so they are oriented vertically in the UV Texture Editor based
on their longest axis. This aids the Layout feature in packing the
shells more densely, thereby maximizing UV texture space.
- Spacing presets
-
Layout
UVs creates a bounding box around each UV shell and then lays out
the UVs so that the individual bounding boxes are positioned close together.
Sometimes when the borders of two UV shells are positioned very
close to each other, the two UV shells may end up sharing the same
pixels on a texture map.
When this situation occurs,
a portion of one texture may bleed onto another or may wrap incorrectly
on the surface, resulting in visual artifacts. When painting a texture,
overscanning can also cause the paint to spill onto the adjacent
piece.
To avoid this situation,
you’ll want to specify a spacing preset to ensure that there is
at least one pixel separating the individual UV bounding boxes.
Select a preset that corresponds to your texture map size. If you
don’t know the size, select a smaller map, which will result in
a larger spacing between adjacent shells in the UV space. (The smaller
the map in pixels, the bigger the UV spacing must be between bounding
boxes.)
Select Custom to
set the size of the space as a percentage of the map size (in the Percentage space box)
and enter a distance value that is appropriate for your texture
map.
- Percentage space
-
When the Spacing
presets is set to Custom you can
specify a distance measurement to specify the space between bounding
boxes as a percentage of the map size.
- Region Preset
-
A set of common settings
for Scale U, Scale V, Offset U and Offset V. The following table outlines
the presets.
Label |
Scale U |
Scale V |
Offset U |
Offset V |
Bottom Half |
1.0 |
0.5 |
0.0 |
0.0 |
Top Half |
1.0 |
0.5 |
0.0 |
0.5 |
Left Half |
0.5 |
1.0 |
0.0 |
0.0 |
Right Half |
0.5 |
1.0 |
0.5 |
0.0 |
Bottom Left |
0.5 |
0.5 |
0.0 |
0.0 |
Bottom Right |
0.5 |
0.5 |
0.5 |
0.0 |
Top Left |
0.5 |
0.5 |
0.0 |
0.5 |
Top Right |
0.5 |
0.5 |
0.5 |
0.5 |
Full Square |
1.0 |
1.0 |
0.0 |
0.0 |
- Scale U
-
Lets you set the scale
of the UV mapping in the U direction. You can use the Offset in conjunction
with the Scale to define the area on your model upon which your
texture is laid out.
- Scale V
-
Lets you set the scale
of the UV mapping in the V direction. You can use the Offset in conjunction
with the Scale to define the area on your model upon which your
texture is laid out.
- Offset U
-
Lets you set the UV mapping
so that each UV is a specific distance in the U direction from its default
position at the lower left corner of the UV layout region. You can
use the Offset in conjunction with the Scale to define the area
on your model upon which your texture is laid out.
- Offset V
-
Lets you set the UV mapping
so that each UV is a specific distance in the V direction from its default
position at the lower left corner of the UV layout region. You can
use the Offset in conjunction with the Scale to define the area
on your model upon which your texture is laid out.