9

Unwrap UVW Modif ier 879
Open UVW mapping edges (seams) shown on head model in
viewport
Self -Contained M apper and UVW
Coor dina te E ditor
Rather than creating a large modifier stack by
first making a sub-object selection of faces and
then adding a UVW Map modifier to specify the
type of mapping, you can use the Unwrap UVW
modifier to do both. You can select sub-object
vertices,edges,orfaces/patches,storesub-object
selections as named select ions, map them using
planar and other methods, and then edit the UV W
coordinates for each sub-object selection, all from
within the Unwrap UVW modifier. For example,
to map a character’s face using three planar maps,
you could create three sub-object selections of
the front and sides of the face, planar-map the
selections individually, and then edit the UVW
coordinates for each selection, all without lea ving
the Unwrap UVW modifier.
Wha t Ha ppens to E xi sti ng UVW
Coordi nates
When you apply the Unw r ap UVW modifier, it
stores the object’s current mapping coordinates
in the modifier. If the object has no mapping
coordinates, the modifier creates new ones by
applying planar mapping. If the incoming data on
the stack is a face-level or polygon-level sub-object
selection, then only the UVWs for the selected
faces are brought into the modifier, and the
modifier’s sub-ob ject levels are unavailable.
When the modifier is evaluated, its U VWs are
reassigned to the object flowing down the pipeline.
So if the UVW s upstream are changed, the changes
wontmakeitpasttheUnwrapUVWmodifier.If
the Unwrap modifier is operating on a selection of
faces, then upstream changes to unselected faces
willstillbeabletoflowpasttheUnwrapmodifier.
Native Support for HSDS, Polygon
Object, a nd Patch mappi ng
Unwrap UVW supports polygon faces and Bezier
quad and tri pa tch faces in addition to triangles
and quads.
Below is a sample of what the various face t ypes
look like based on the incoming type. For HSDS
and Poly surfaces, the basic interface remains the
same, except that the maximum number of sides
per polygon increases from 4 to over two billion.
HSDS supports only one level of detail: the level at
which the mapping was. Pat ches have handles on
nonlinear vert ices. These handles work just like
regular patch handles.