Games / VFX / Animation / VR
Since 2004, Unfold3D legacy has taken its place in major VFX studios, AAA games companies and animation studios all over the world thanks to its famous unfold feature and its intuitive UI.
RizomUV Virtual Spaces takes back all this background and comes with major improvements.
Art by Ho-Young Kim
An ever-evolving unfolding algorithm that’s been around since 2005
RizomUV did his reputation with its blasting fast Unfold feature. It generates UV maps without triangles flips and without overlaps, even for islands made by hundred of thousand polygons. If symmetry is enabled, and if your model is symmetric, the generated seam network will also be.
- Unfold flattened this 400k triangles island in less than 5 seconds.
Unfold can add some space in areas where the island frontier are about to overlap with itself. This space is often called the edge bleed and avoid that texture color pass from a frontier’s side to the other and vice et versa.
Automatically cut and segment different kinds of meshes
If symmetry is enabled, and if your model is symmetric, the generated seam network will also be. This character model has been cut in a single mouse click using the new Hierarchical Autoseams feature. This feature, looks for the simpler seam line network that open your mesh without segmenting it into several separated parts. After being unfolded, you’ll get the well-known flattened shape like the one below.
This mesh has been automatically segmented the new Mosaïc Autoseams feature. In one mouse click, Mosaïc will look for developpable surfaces of your mesh then create new islands.
When enabled, the Disto Control feature evaluates the distortion created by the current seams and adds some cut if the distorsion is beyond an acceptable level. The Disto Control slider allows to define the value of that acceptable level.
New packaging algorithm which highly utilizes UV space on a whole new level, at blistering speed
Massive mesh pack (+80000 islands, +700k polygons), packed in less than 15 seconds. Island’s holes and concave areas are filled recursivelly by smaller islands so that all the UV space is efficiently used.
RizomUV can create groups using model’s materials ID (or even smoothing groups). Pack will take account those groups and place them tightly in UV space. Of course, islands groups can be defined from your islands selection and each of them can have specific packing properties such as boxed, locked or unlocked, stacked, mutation count, and many others.
Select material’s poly groups then Pack will distribute the groups inside availables (unlocked or selected) UDim tiles.
Pack can place islands around locked islands. Select some islands, lock them, then update your packing. Pack will find the best placement of your islands around locked ones.
RizomUV Virtual Spaces loads and saves OBJ and FBX files. Material’s polygons groups, smoothing’s polygons groups, and polygons groups, are loaded, exploited, and re-exported.
To improve RizomUV’s integrations into studio’s pipeline, or your in house workflow, custom Lua scripts can remote control RizomUV from any other application, or even from a simple text editor, thanks to the script file monitoring feature. It is then so easy to add to your favorite 3D app, custom press buttons to load and save (even launch Autoseams, Unfold, Pack …) to exchange mesh data and automatize partly or fully your unwrapping jobs.
A robust stretch and compression minimizer, able to handle multiple types of hard and soft constrains and symmetry
Optimize reduce stretch and distorsion that you might have in your UV maps. The screenshot below shows the UVs before running Optimize (click on the next button to see the UVs after Optimize operation)
- Here is the result after running Optimize on the island. Stretch and distorsion has been reduced as much as possible.
As most of others RizomUV’s features, Optimize can be applied on islands, or vertexes/polygons selection, or using a brush.