UV Packing
紫外线包装
In this UV Manager menu, you will find various settings for optimally re-arranging UV Islands.
在这个紫外线管理器菜单,你会发现各种设置最佳地重新安排紫外线岛屿。
But isn’t this what the Optimal Mapping settings do as well? Yes, but this is a part of what Optimal Mapping does. As you know, Optimal Mapping takes place in multiple steps:
但这难道不是最佳映射设置也能做到的吗?是的,但这是最优映射的一部分。正如你所知道的,最佳映射需要多个步骤:
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Unwrap UV mesh
打开紫外线网
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Relax UV mesh
放松紫外线网眼
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Pack UV mesh
包装紫外线网
The settings in this menu restrict the process to three steps: the optimal arrangement of the existing UV Islands without creating new ones (exception to the rule, see Rasterized). For the most part, this ensures an efficient use of the UV space so as not to waste any texture surface.
这个菜单中的设置将过程限制为三个步骤: 在不创建新的紫外线岛屿的情况下,对现有的紫外线岛屿进行最佳安排(规则的例外,参见栅格化)。在大多数情况下,这确保了 UV 空间的有效利用,以便不浪费任何纹理表面。
Use the Polygon Selection to restrict the packing to specific regions.
使用多边形选择将填充限制到特定区域。
三种模式

When you should use which mode:
当你应该使用哪种模式时:
- Rasterized 栅格化: Use this mode when working with a very high number of UV Islands to get good and fast results. Contrary to the other two modes, this mode can be used to deform UV Islands in some circumstances, e.g., for UV Island overlaps and the creation of new islands. Note that : 使用这种模式时,工作与一个非常高的紫外线岛,以获得良好和快速的结果。与其他两种模式相反,这种模式在某些情况下可用于使紫外线岛变形,例如,紫外线岛重叠和新岛的产生。请注意 Multi-editing of UV meshes UV 网格的多重编辑, Rasterized 栅格化 and 及Geometric 几何图形, use the existing UV space for all UV Islands of all UV tags, i.e., you can theoretically use one texture for multiple UVW tags. ,使用现有的紫外线空间为所有紫外线标签的所有紫外线岛屿,即,你可以理论上使用一个纹理为多个 UVW 标签
- Geometric 几何图形: This mode offers the best results. Here, the UV surface is used most efficiently. However, the render time - especially if there are many UV Islands - will be much longer than with other modes. : 这种模式效果最好。在这里,UV 表面的使用效率最高。然而,渲染时间-特别是如果有许多紫外线岛屿-将远远长于其他模式
- Bounding Box 包围盒: This is the historic (prior to Cinema 4D S22) Packing mode that was available in the Optimal Mapping menu. This mode is fast but cannot interlace UV Islands as the other modes can. This mode "wastes" more UV surface than the other two modes. : 这是历史性的(在C4D S22之前)包装模式,可在最佳映射菜单。这种模式是快速的,但不能像其他模式那样交错紫外光孤岛。这种模式比其他两种模式“浪费”更多的紫外线表面
Note that different results can be produced each time the Apply button is pressed. Contrary to other operations, an endless number of Packing solutions is possible. the algorithm is very dependent on the UV mesh that it is given to work with. The result is that different UV meshes will lead to different results.
请注意,每次按下 Apply 按钮都会产生不同的结果。与其他操作相反,包装解决方案的数量是无限的。该算法是非常依赖于 UV 网格,它是给定的工作。结果表明,不同的 UV 网格会导致不同的结果。
栅格化
Note that this mode is not designed to work in conjunction with overlapping UV modes. If overlapping is present when the function is called up, these might be broken down into smaller UV Islands. The number of UV Islands will therefore not necessarily remain constant.
请注意,这个模式并不是设计来与重叠的 UV 模式一起工作。如果在调用函数时存在重叠,那么这些可能会被分解成更小的 UV 岛。因此,紫外线岛的数目不一定保持不变。
目标分辨率 X/Y
If you know the size of the texture onto which the final effect should paint, you can enter it here. This is the aspect ratio that lets the UV mesh be adapted accordingly. Entering 1024/1024 will lead to the same result as, for example, 850/850.
如果你知道最终效果应该绘制的纹理的大小,你可以在这里输入。这是让紫外线网相应地适应的长宽比。输入1024/1024将导致与850/850相同的结果。
Overlap Identical Islands
Overlap Mirrored Islands
重叠相同的岛屿/索拉普镜像岛屿
The algorithm will try to find identical or mirrored UV Islands in order to overlap them congruently (it will work similarly to what’s described below but can dissolve overlapping by creating new UV Islands). The texture will then be projected identically on the respective UV Islands.
该算法将尝试找到相同或镜像的紫外线岛,以重叠他们一致(它的工作类似于下面所描述的,但可以溶解重叠创建新的紫外线岛)。然后纹理将以相同的方式投射到相应的 UV 岛上。
几何图形
Tip: 提示:Note that this mode can have problems with UV meshes if these have self-overlapping - as can happen with projections. Packing will then abort with an error message. 注意,这种模式可以有问题的紫外线网格,如果这些有自我重叠-可以发生与投影。然后打包将带有错误消息中止
纹理/紫外线空间
This selection menu as well as the Gap Size and Spacing settings are primarily used to determine how the minimum distance between UV Islands is defined:
这个选择菜单以及间隙大小和间距设置主要用于确定紫外线岛之间的最小距离:
- Texture Space 纹理空间: If you know the final texture size you can enter it in pixels. In addition, the UV coordinates will be distorted according to the texture’s aspect ratio. : 如果你知道最终的纹理大小,你可以输入像素。此外,紫外线坐标将根据纹理的长宽比进行扭曲
- UV Space 紫外线空间: In this mode you can enter the minimum distance as a percentage of the UV tile size. : 在这种模式下,您可以输入最小距离作为紫外线瓷砖大小的百分比
目标分辨率 X/Y
If you know the size of the texture onto which the final effect should paint, you can enter it here. This is the aspect ratio that lets the UV mesh be adapted accordingly. Entering 1024/1024 will lead to the same result as, for example, 850/850.
如果你知道最终效果应该绘制的纹理的大小,你可以在这里输入。这是让紫外线网相应地适应的长宽比。输入1024/1024将导致与850/850相同的结果。
缝隙大小/间距

Here you can enter the minimum distance between the UV Islands in either pixels (Gap Size) or as a percentage of the UV tile size (Spacing). Note that valuable texture space will be lost the greater the minimum distance is. This is especially important for smaller UV Islands. A smaller distance between UV Islands is necessary to prevent color overlapping at the seams when painting. The larger the values, the correspondingly smaller the UV Islands will be scaled.
在这里,您可以输入最小距离的紫外线岛之间的像素(差距大小)或作为一个百分比的紫外线瓷砖大小(间距)。注意,最小距离越大,有价值的纹理空间就会丢失。这对于较小的紫外线岛尤其重要。在 UV 岛屿之间有一个较小的距离是必要的,以防止颜色重叠在接缝时,油漆。数值越大,相应地紫外线岛就越小。
保持方向
See Preserve Orientation.
参见保存方向。
伸展运动
See Stretch to Fit.
参见拉伸适应。
平衡岛屿大小

If your UV mesh consists of differently scaled UV Islands - as is often the case for manually modified UV meshes - the UV mesh can deviate greatly in size proportion from the respective polygons on the object. Enabling this option will adapt the UV size to that of the polygon object. For example, if a polygon is tiny here it will also be tiny there.
如果你的紫外线网格由不同比例的紫外线岛组成-通常情况下手动修改紫外线网格-紫外线网格可以大大偏离对象上各自的多边形的大小比例。启用此选项将使 UV 大小适应于多边形对象的大小。例如,如果一个多边形在这里很小,那里也会很小。
Overlap Identical Islands
Overlap Mirrored Islands
重叠相同的岛屿/索拉普镜像岛屿

The objects shown in the image above are first assigned a Cubic projection and then packed using UV Packing. Note that as in the depiction at the bottom center, identical or mirrored UV Islands will at first be ignored and each island has its own UV surface. As soon as you enable Overlap Identical Islands, the respective UV Islands will be overlapped.
上图所示的物体首先被分配一个立方体投影,然后使用紫外线包装。请注意,在底部中心的描绘中,相同或镜像的 UV 岛屿首先会被忽略,每个岛屿都有自己的 UV 表面。一旦你启用重叠相同的岛屿,各紫外线岛屿将会重叠。
Tip: 提示:In some cases, both options will lead to the same result: 在某些情况下,两种选择都会导致相同的结果:
- If 如果Overlap Identical Islands 重叠同一岛屿 is enabled, identical shapes and shapes that are identical if they are rotated 90°, 180° or 270° will be included. 如果启用,则包括旋转90 ° 、180 ° 或270 ° 时相同的形状和形状
- If 如果Overlap Mirrored Islands 重叠镜像岛屿 is enabled, identical shapes and shapes whose axis is mirrored and are identical will be included. This function does not affect axial-symmetrical UV Islands (e.g., to then fold one half onto the other). 如果启用,将包括轴线被镜像且相同的相同形状和形状。这个功能不影响轴对称的紫外线岛(例如,然后折叠一半到另一半)
In the example above, nothing has to be rotated or mirrored to produce identical shapes. Both options will produce the same result.
在上面的例子中,不需要旋转或镜像就可以产生相同的形状。这两个选项将产生相同的结果。
包围盒
This mode places a bounding box around each UV Island, i.e., a cube or rectangle with the maximum dimension of the UV Island and re-arranges these boxes, incl. the island, according to several defined parameters. No concave shapes can be interlaced and no island holes can be used, contrary to the other modes.
这个模式在每个紫外线岛周围放置一个边框,例如,一个紫外线岛最大尺寸的立方体或矩形,然后重新排列这些边框,包括。这个岛,根据几个确定的参数。与其它模式相反,不能交错排列凹形,也不能使用岛孔。
间隔
This setting can be used to define the distance (as a percentage of the UV tile size) between polygon groups. Polygon groups should not lie adjacent to one another because this can cause color bleeding at the edges. Therefore, you should not set Spacing to 0% in most cases. Very low percentage values will suffice for most purposes.
此设置可用于定义多边形组之间的距离(以 UV 平铺大小的百分比表示)。多边形组不应相邻放置,因为这会导致边缘出血。因此,在大多数情况下,不应该将间距设置为0% 。在大多数情况下,很低的百分比值就足够了。
保持方向
See Preserve Orientation.
参见保存方向。
伸展运动
See Stretch to Fit.
参见拉伸适应。
平衡岛屿大小
See above: The packing result there looks slightly different due to the different algorithm.
看上面: 由于算法不同,这里的打包结果看起来略有不同。