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912 Chapter 8: Modifiers
results, alternate between running the simulation
(click Simulate Pelt Pulling) and relaxing the mesh.
Iterations—Thenumberoftimesthesimulation
will run through when you click Simulate Pelt
Pullings. Default=20. Range=1 to 100.
Often, you’ll need to run repeated simulations to
get the desired result.
Samples—The number of samples around each
pelt-seam point used in the simulation. A higher
value results in a greater pulling effect. Default=5.
Range=1 to 50.
Relax (Light)Causes a relatively weak
normalization of the distances between mapping
vertices.
Relax (Heavy)—Causes a relatively strong
normalization of the distances between mapping
vertices.
Simulate Pelt Pulling—Runs the simulation, pulling
the pelt seam vertices towards the stretcher points.
To abort the simulation process, press
Esc .
R ela x Tool Di al og
Select an object. > Modify panel > Modifier List >
Object-Space Modifiers > Unwrap UVW > Edit button
(on Parameters rollou t) > Edit UVWs dialog > Make a
selection. > Tools menu > Rela x Dialog
The Relax Tool dialog offers an advanced toolset
for modifying the spacing of selected texture
coordinates parametrically, for the pur p ose of
eliminating or minimizing distortion in texture
maps. The dia log provides three different
methodsforrelaxingvertices,plusseveralnumeric
parameters and two check boxes. You can use
Relax to separate texture vertices that are too
close together to texture easily, and to resolve
overlapping areas.
Thedialogisnon-modal,whichmeansthatyou
can work directly in the editor while keeping
the dialog open. You can make a selection of
texture vertices, apply relaxation, make a different
selection, apply relaxation, and so on, without
having to close the Relax Tool dialog.
Tip: When using Relax with complex objects, you
mightfindthatverticesininteriorsectionsofthe
texture mesh don’t relax properly because they
have nowhere to go. In such cases, t ry ma king
a seam: Select an edge loop or part of a loop,
and then use the Break function to separate the
mesh at the seam. Alternatively, you could make
a face selection and t hen use Detach Edge Verts.
For example, Select Overlapped Faces > Expand
Selection > Detach Edge Verts will break the
selection away from the mesh into a new UV
element.
Tip: EffectiveuseoftheRelaxtoolsrequires
thatthegeometryandtextureverticesbeinthe
same order. If you get unexpected results using
Relax, try mirroring the texture vertices to reverse
their order.
Procedures
To relax texture coordinates:
1.
Use the Edit UVWs dialog to select the
texture-coordinate vertices to relax.
You can make this selection at any sub-object
level (Vertex, Edge, or Face), but Relax always
works on vertices.
2. On the Tools menu, choose Relax Dialog.