Automatic UV

自动紫外线

These commands attempt to optimize the UV mapping while avoiding overlapping polygons. Depending on which settings you choose, the UV mesh will be separated into various groups of UV polygons with gaps between them.

这些命令试图优化 UV 映射,同时避免重叠的多边形。根据你选择的设置,紫外线网格将被分成不同组的紫外线多边形,它们之间有间隙。

You can choose one of three algorithms:

你可以从以下三种算法中选择一种:

Various automatic methods to unwrap a UV mesh. As you can clearly see, 各种自动拆开 UV 网格的方法。你可以清楚地看到,Packed 人满为患 produces the best results. Note in particular how dense the UV Islands can be packed and how efficiently the texture space can be utilized. 产生最好的结果。特别要注意紫外线岛的密度,以及纹理空间的利用效率

Packed

人满为患

This algorithm does many things at once: it breaks the UV mesh down into as few UV Islands as possible, with as little distortion as possible and scaled as precisely as possible to the 3D geometry. The algorithm can recognize cylindrical or cone sections and can unwrap these. Banding contours will also be recognized and unwrapped accordingly. A number of other useful functions are also included and are executed automatically.

这个算法可以同时做很多事情: 它把 UV 网格分解成尽可能少的 UV 岛屿,尽可能少的失真,尽可能精确地按照3D 几何图形进行缩放。该算法可以识别圆柱形或圆锥形截面,并能拆开这些截面。条带轮廓也将被识别并相应地打开。一些其他有用的功能也包括在内,并自动执行。

The UV Islands will then be packed, i.e., they will be arranged as densely as possible and without overlapping in the UV work area utilizing the surface area as efficiently as possible.

然后紫外线岛将被包装,也就是说,他们将被安排尽可能密集和没有重叠的紫外线工作区利用表面区域尽可能有效。

This automatic method is the all-in-one solution if, for example, you want to quickly:

这种自动化方法是一体化的解决方案,例如,如果你想快速:

You will receive a fully functional UV mesh with which you can easily process the aforementioned actions.

您将收到一个完全功能的紫外线网格,您可以很容易地处理上述行动。

If you want to maintain complete control of the unwrapping process you will have to do a lot more manual work (e.g., via the UV Unwrap function). If you have the right know-how you can edit your mesh to your heart’s desire.

如果你想保持对展开过程的完全控制,你将不得不做更多的手工工作(例如,通过 UV 展开功能)。如果你有正确的知识,你可以根据你内心的渴望编辑你的网格。

This new algorithm can be found in the UV Manager’s Optimal Mapping menu and everywhere where UV meshes can be unwrapped, e.g., under the UVW from Projection command (here you can, without any UV coordinates, generate a usable mesh from an object in just 2-3 clicks). This generally produces the same result, only the spacing between the UV Islands will differ slightly.

这个新的算法可以在 UV Manager 的 Optimal Mapping 菜单中找到,也可以在 UV 网格可以被解包的任何地方找到,例如,在 UVW from Projection 命令下(在这里你可以,不需要任何 UV 坐标,只需要2-3次点击就可以从一个物体生成一个可用的网格)。这通常会产生相同的结果,只是紫外线岛屿之间的间距会略有不同。

Overlap Identical Geometry

重叠相同的几何体

Center: 中心:Overlap Identical Geometry 重叠相同的几何体 enabled, right disabled. This option was able to reduce the tree (originally Turtle MoSpline in a Sweep object) to its repeating polygon bands and stack the identical UV Islands. 启用,右侧禁用。这个选项能够减少树(最初的海龟 MoSpline 在一个扫描对象)到它的重复多边形带和堆栈相同的紫外线岛

Overlap Mirrored Geometry

重叠镜像几何

If this option is enabled, the algorithm will attempt to find identical based on identical geometry but mirrored UV Islands and stack these congruently on top of one another. This works better with Hard Surface Modeling (technical objects) and less well with organic shapes.

如果启用此选项,该算法将尝试找到相同的基础上相同的几何但镜像 UV 岛屿和堆叠这些叠加在一起。这更好地与硬表面建模(技术对象)和不太好的有机形状。

See also here.

另见此处。

If this option is enabled, Cinema 4D will attempt to locate identical UV Islands based on identical geometry and stack them congruently on top of one another. Identical geometry will then have the identical texture. This works well with generated, identical or cloned objects.

如果启用这个选项,Cinema 4D 将尝试根据相同的几何形状找到相同的紫外线岛,并将它们叠加在一起。相同的几何体将会有相同的纹理。这对于生成的、相同的或克隆的对象非常有效。

If this option is disabled, each polygon band will be assigned its own UV area.

如果此选项被禁用,每个多边形带将被分配它自己的 UV 区域。

See also here.

另见此处。

Spacing

间隔

See Spacing.

参见间距。

Cubic

立方体

Cubic places a cube around the object and separates the UVs based on which side of the cube they face.

立方体放置一个立方体周围的对象和分隔的 UVs 基于哪一边的立方体他们面临。

In the pictures below, the torus has been observed from six sides. Ten UV polygon groups in total have been created: one group as seen from the top of the cube, another as seen from the bottom of the cube, and two groups for each of the cube’s four sides (this is because the torus has two sides when seen from the side: an inside and an outside).

在下面的图片中,我们从六个方面观察了环面。总共创建了10个紫外线多边形组: 一组从立方体的顶部看,另一组从立方体的底部看,每个立方体的四个边分别为两组(这是因为从侧面看环面有两个边: 一个内侧和一个外侧)。

Preserve Orientation

保持方向

Preserve Orientation disabled (left) and enabled (right). 保留方向禁用(左)和启用(右)

Enable this option to prevent BodyPaint 3D from arranging the polygon groups in the optimal direction. This saves time when the positions of the UV polygons are calculated. UV Islands will not be twisted if this option is enabled. They will, at most, be scaled.

启用此选项可防止 BodyPaint 3D 按最佳方向排列多边形组。这样可以节省计算 UV 多边形位置的时间。如果启用此选项,UV 岛将不会被扭曲。它们最多只能被扩大规模。

Stretch To Fit

伸展以适应

Stretch To Fit disabled (left) and enabled (right). 拉伸适合禁用(左)和启用(右)

If this option is enabled, the UV Islands will be stretched independently of one another in the U and V directions to cover the entire bitmap taking into account the Spacing value. If this option is disabled, the axes will be scaled proportionally in both directions.

如果启用此选项,考虑到间距值,紫外线岛将在 u 和 v 方向上相互独立拉伸,以覆盖整个位图。如果此选项被禁用,轴将在两个方向上按比例缩放。

2D

2 d

If this option is enabled, a different algorithm is used (Max Area Factor no longer has an effect). The algorithm checks if the first UV polygon overlaps any of the other UV polygons. If it is overlapping, a new UV polygon group is created and the following UV polygons are added to the group. If it is not overlapping, no action is taken. The algorithm repeats the check for all UV polygons.

如果启用此选项,则使用不同的算法(最大面积因子不再有效)。该算法检查第一个紫外线多边形是否与其他紫外线多边形重叠。如果它是重叠的,一个新的紫外线多边形组创建和以下紫外线多边形添加到该组。如果没有重叠,就不会采取任何行动。该算法重复检查所有的 UV 多边形。

Max Area Factor

最大面积系数

This factor only has an effect if 2D is disabled. It defines the lower limit of a range within which UV polygons are added to existing groups, even though by definition (see the cube mentioned above) they should not be added to the groups.

这个因素只有在2D 被禁用时才有效果。它定义了紫外线多边形添加到现有组的范围的下限,即使根据定义(见上面提到的立方体)它们不应该添加到组中。

More precisely, Max Area Factor defines how much smaller in percent the polygons may be than the average surface area.

更准确地说,最大面积因子定义了多边形可能比平均表面积小多少(百分比)。

Spacing

间隔

Defines the size of the gaps between the separated UV polygon groups. Use low values, otherwise the UV polygons will be scaled down to fit the texture.

定义分离的 UV 多边形组之间的间隙大小。使用低值,否则紫外线多边形将缩小以适应纹理。

Angle

角度

Maximum Distortion

最大失真

If the angle between two connected object polygons is less than or equal to the Maximum Distortion value, their UVs are placed in the same group; otherwise, they are placed in different groups.

如果两个连接的物体多边形之间的夹角小于或等于最大失真值,则将它们的 uv 置于同一组中; 否则,将它们置于不同组中。

In general, set Maximum Distortion to a low value, otherwise the changes to the UV map will be minimal. Lower values mean more UV polygon groups will be formed. The lowest value, 0, means each UV polygon is separated from its neighbors. A value of 100% corresponds to a 90° angle between the object polygons, 50% corresponds to 45°, and so on.

一般来说,将最大失真设置为一个较低的值,否则对 UV 贴图的更改将是最小的。较低的值意味着更多的紫外线多边形组将形成。最低值0表示每个紫外线多边形与其邻近的紫外线多边形是分开的。100% 的值对应于物体多边形之间的90 ° 角度,50% 对应于45 ° 角度,以此类推。

Preserve Orientation, Stretch To Fit, Spacing

保持方向,拉伸以适应,间距

See Cubic, above.

见上面的立方体。