8

Unwrap UVW Modifier 875
Reset UV Ws—
Resets the UVW coordinates in the
Edit UVWs dialog.
Clicking this is almost the same as removing
and reapplying the modifier, except that a m ap
assignedintheEditUVWsdialogisnotdeleted.
For example, if you forgot to turn on the Generate
Mapping Coordinates check box for an object,
and then applied the Unwrap UVW modifier, the
modifierwouldhavenoUVWcoordinatestouse
and its settings would be wrong. If you then go
backintheStackandturnonGenerateMapping
Coordinates, youd need to click the Reset UVWs
button. When you click this button, an alert warns
youthatyourelosinganyeditsyouvemade.
SaveSaves the UV W coordinates to a UVW
(.
uvw
)file.
Loa d—Loads a prev iously saved UVW file.
Channel group
This option lets you choose a specific map channel
by number , or the vertex color channel. For more
information, see
UVW Map modifier > Channel
group (page 1–914)
.
When you change channels, you should reset your
edits, since the edits for one channel usually won’t
work for the next channel. An alert appears that
lets you choose between resetting the coordinates
orleavingthemastheyare.Inalmostallcases,its
best to reset them.
Display group
Thissettingdetermineswhetherandhowmapping
cluster boundaries, also known as seams, appear
in the viewports :
Show No Seams—Cluster boundaries don’t
appear in the viewports.
Thin Seam Display—Displays cluster boundaries
on objec t surfaces in the viewports with
relatively thin lines. The line thickness remains
constant as you zo om the view in and out. Uses
the
Display seams color
.
Thick Seam Display—Displays cluster
boundaries on object surfaces in the viewports
w ith relatively thick lines. The line thickness
increases when you zoom the view in and
decreases when you zoom out. Uses the
Display
seams color
. This is the default choice.
Always Show Pelt S eamWhen on, pelt seams
are always visible as blue lines in the viewport s
when the Unwrap UVW modifier is highlighted
on the stack display. When off, pelt seams are
visible only in
Pelt mode
.
Prevent Ref la ttening—This option is used mainly
for texture baking. When turned on, the version of
the Unw rap UVW modifier automatically applied
by
Render To Texture (page 3–139)
,named,by
default, Automatic Flatten UVs, will not reflatten
the faces. Also, make sure that both Render To
Texture and the modifier are using the same map
channel.
Map Parameters rollout
The mapping controls on the upper part of the
rollout are available only at the Face sub-object
level. However , the
pelt cont rols (page 1–877)
are
available at al l sub-object levels.