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Given a set of planes, this operation will project each input primitive onto the plane which will cause the least distortion in the shape. The planes can either be specified with one of the default sets or else provided through the second input.
In addition, polygons are grouped into regions of connected polygons that map to the same plane. These regions are then laid out to avoid overlapping.
This provides a good starting point for very complex geometry that doesn’t work very well with projection mapping. Once you have broken up the UVs with this node, you can use UV Edit, UV Transform, and UV Fuse to piece the UVs back together.
This operation generates vertex UV coordinates.
Use a Layer operation in conjunction with this operation to create multiple sets of texture coordinates.
Using UV Unwrap
Subset of geometry to apply texture to.
Subset of second input polygons to use as planes.
Default plane orientations.
How to lay the regions out.
Type of scale to apply after the projection and layout.
Percentage of the laid out space to leave between adjacent regions.
Order of rotations.
Rotate angles in degrees