8
888 Chapter 8: Modifiers
Norma l Ma pping—
Applies planar maps based on
different vector-projec tion methods.
Choosing Normal Mapping opens the
Normal
Mapping dialog (page 1–890)
.
Unfold M apping—Unfolds the mesh so you get no
face distortion, but does not guarantee that faces
will not overlap.
Choosing Unfold Mapping opens the
Unfold
Mapping dialog (page 1–902)
.
Options menu
Advanced Opti ons—Opens the
Unwrap Options
dialog (page 1–902)
.
Loa d D ef a ul t s—Loads the editor setting s from the
file
unwrapuvw.ini
in the
plugcfg
director y.
Save Current Settings as Default—Saves the editor
settings to the file
unwrapuvw.ini
in the
plugcfg
directory. Settings saved in this way persist
between sessions.
Always B ring Up The Edit W indow—When on,
selecting an object w ith the Unwr ap UVW
modifier active automatically opens the Edit
UVWs dialog. By default, this is off, so you must
click the Parameters rollout > Edit button to open
the dialog.
Display menu
Filter S elected Faces—When on, the editor displa ys
UVW vertices of the viewport selection at the Face
sub-object level of the modifier, and hides the rest.
This is a quick way to work on a limited selection
of the texture coordinates of a complex mesh
while ignoring the rest. You can turn this on, go
totheFacesub-objectleveloftheUnwrapUVW
modifier, and select the portion of the object
whose texture coordinates you want to edit; only
those coordinates appear in the editor, and remain
visibleevenwhenyouchangethesub-objectlevel.
To work on a different portion, return to the Face
level and change the selection in the viewport;
the editor window updates to the new selection
automatically.
Display Hidden Edges—To g g le s t h e d is p l ay o f f ac e
edges. When turned off, only faces appear. When
turned on, all mesh geometry appears.
Show Ed ge Dis tortion—U ses a green-to-red
color range to depict distortion: how far in
length texture edges are from their corresponding
geometry edges. The greater the disparity in
lengths (that is, the greater the distortion), the
redder the edge appears in the E dit UVW dialog
window. Also draws end segments of edges that
are too long as white, showing the difference in
length from that of the geometry edge.
Left: Texture edg es the same as or very close to geometry
edges in length are green.
Center: Texture edges slightly different from geometr y
edges in length are brown.
Right: Texture edges very different from geometr y edges
in length are red.
When texture edges are longer than geometry edges, white
end segmen t s depict length disparity.
Use this display as a way to view where the areas of
greatest distortion are in your texture mesh. If an
edge is brown or red but doesn’t have white end
segments, it’s too short. If it’s brown or red and
has white end segments, it’s too long, by the total
length of the white segments.
Show Vert ex Connections—In Vertex sub-object
mode, toggles the display of numeric labels for all
selected vertices. Shared vertices are indicated by
the appearance of multiple same-numbered labels.
Show Shared Sub-objects—When turned on, for the
current selection, highlights any sha red vertices