UV Unwrap surface node

Separates UVs into reasonably flat, non-overlapping groups.

See also: UV Pelt, UV Project, UV Quick Shade, UV Texture

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.

Note

This operation generates vertex UV coordinates.

Tip

Use a Layer operation in conjunction with this operation to create multiple sets of texture coordinates.

Using UV Unwrap

  1. Click the UV Unwrap tool on the Texture tab.

  2. Select the primitives you want to unwrap and press Enter to confirm your selection.

  3. Move the UVs using UV Edit and join them together again using UV Fuse.

You can specify the number of planes, layout, and spacing to be used in the parameter editor.

Parameters

Group

Subset of geometry to apply texture to.

Plane Group

Subset of second input polygons to use as planes.

Planes

Default plane orientations.

Layout

How to lay the regions out.

Scale

Type of scale to apply after the projection and layout.

Spacing

Percentage of the laid out space to leave between adjacent regions.

Rotate Order

Order of rotations.

Rotate

Rotate angles in degrees

Usages in other examples

Example name Example for

Torque render node

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