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
RizomUV can pack a massive mesh – like this one clocking in at 80000+ islands and over 700k polygons – Fast. How fast? How does packing this in under 15 seconds on an average workstation sound? Also note that RizomUV utilises UV space to its fullest, using gaps as well as concave areas for packing smaller islands.
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. Your model’s Material, Smoothing and Polygon Groups will load, so you can use them for your mapping, and they will export out again as well.
To improve RizomUV’s studio pipeline integrations as well as your own workflow, you can write custom Lua scripts which can control RizomUV from any other application, or even from a simple text editor, thanks to the script monitoring feature. This makes it super easy to integrate RizomUV into your favorite 3D application, as well as customising buttons and features to load and save, like Autoseams, Unfolding and Packing to automate your unwrapping process even further.
A robust stretch and pinch minimizer, capable of handling any type of hard and soft constrains and symmetry
Optimize reduces the stretch and distortion you may experience in your UV maps. The screenshot shows the UVs prior to running Optimize (Click on the Next button to see the UVs after RizomUV has run it’s Optimisation process)
- Here is the result after running Optimize on the island. Stretch and distortion has been reduced to a minimum
Like most of RizomUV’s features, Optimize can be applied on island, vertex and polygon selections, or by using a fully customisable brush.