Relaxes UVs by pulling them out toward the edges of the texture area.
UVPelt operates very similar to how a tanner creates a pelt. Cuts are made to the geometry to produce a surface topologically equivalent to a disc. The boundaries of this surface are connected to a frame and stretched out.
Any closed face can be used as a frame for the pelt. A circle is used if
no frame is specified. A hint polygon is used to specify which section
of the geometry to pelt after performing the cuts. The boundary with an
edge closest to the hint polygon is the one connected to the frame. The
frame is parameterized to the range
[0, 1). The boundary points are
spaced around the frame at distances in the frame’s parameterization
that are proportional to the edge length with the neighboring boundary
The effect of this operation is best visualized in the UV viewport, or with textures turned on in the 3D viewport.
Corresponds to distance on the geometry.
Corresponds to distance in UVW (texture) space.
Ignores the third dimension in texture space.
UVPelt creates the UV texture attribute if it does not already exist. The attribute class (Vertices or Points) is determined by the Target Type. It is recommended that UVs be applied to vertices, since this allows fine control on polygonal geometry and the ability to fix seams at the boundary of a texture.
UVPelt only operates on polygons. Other geometry type such as Bezier and NURBS surfaces can be converted to polygons using a Convert operation prior to applying UVPelt.
Using UV Pelt
Click the UV Pelt tool on the Texture tab.
Select the edges that will form the boundary of the pelt.
Press F to select the next edge in the direction indicated by the arrow. Press L to select a loop. Press ⇧ Shift + R to reverse the arrow direction.
Press Enter to unwrap your selection.
Edges to cuts.
The attribute class (Verticies or Points) that will receive the UV attributes.
|Create Output Group|
Indicates a primitive group should be created for the polygons making up the the pelt.
Name of the primitive group to create.
Specifies the number of iterations of the algorithm for solving the UV positions.
The strength of the springs connecting the pelt boundary to the frame.
Specifies an attribute of the input geometry’s points that will be used to scale the strength of the springs connected to the point.
The primitive specifying which section of the geometry forms the pelt.
The primitive to use for the frame.
The attribute of the frame used for the U coordinate.
The attribute of the frame used for the V coordinate.
Indicates the UV coordinates should be moved to the ranges specified with U Range and V Range.
The location of the left and right edges, respectively, of the texture
The location of the bottom and top edges, respectively, of the texture
Specifies where on the frame to position the first boundary point (the boundary point closest to the hint polygon).
Specifies an attribute of the frame’s points that will guide the process of connecting boundary points to the frame.