Inputs

Geometry

For this polygon geometry a UV unwrap is calculated.

Selection

The function can be limited to a polygon selection, which you can direct to the Node here. Otherwise an existing active selection on the geometry can also be used.

Selection String

Here you can, for example, use the name of a selection in quotation marks that you want to read out, e.g., "MySelection". Otherwise, the default entry will use an active selection on the geometry.

You can also use special keywords and logical operations here to create a new selection from scratch or a combination of already saved selections. The following keywords and operations can be used:

  • Default: This term causes an active selection currently present on the geometry to be used. If no selection is active, all points will be used.
  • odd: This term is used to select all elements that have an odd index number.
  • even: This term is used to select all elements that have an even index number.
  • all: This selects all elements of the selected type.
  • hidden: Selects the hidden elements of the geometry.
  • Name of a saved selection: If you enter the name of a saved selection in quotation marks, this selection will be read and used. To use a combination of a saved selection and another keyword or selection, use quotation marks with the selection name.
  • Index numbers: You can also use index numbers directly, just as you are used to from the Index Array From String Node.
  • Mathematical and logical operations: Mathematical or logical operations can be used to combine selections. Using the string odd – "center" for instance selects all odd elements and then subtracts the selection that has been stored by the name "center". You can use +, -, & (logical and), | (logical or) as well as a comma to combine multiple selections or index sequences.

Overlap Identical Geometry

The area required for unwrapping can be optimized by activating this option, as this will stack polygons of the same shape on top of each other, thus occupying the space within the UV tile only once.

Overlap Mirrored Geometry

Similar to the previous option, similar structures are also searched for here. However, here mirrored equal structures in the polygon arrangement of the geometry will be searched for and the stacked with the proper rotation. For a symmetrical face model, for example, both halves of the face will be placed on top of one another.

Spacing[0..5%]

This value controls the gap that remains free between each UV Island. If values are too large, space within the texture tile will be wasted unnecessarily but small spacing can help avoid unwanted color seams between bordering UV Islands.

Allow Stretch[0.00..0.50]

By allowing certain deformations on the unwrapped polygons the available surface within the UV tile can be optimized. If the deformation is too extreme, distortions in the assigned texture may become visible.