Create projection features offer the ability to generate new UV coordinates through the available methods.
When a texture is active in the Tool Palette > Texture Map menu, any Create Projection method automatically updates the Texture's projection onto the model based on the UV coordinates created from the selected Create Projection button.
This feature applies UV coordinates to the individual fibers of a FiberMesh object. All fibers share the same UV space, using a single texture map applied uniformly to all fibers.
The UV Cylindrical button created UV coordinates cylindrically around the z-axis.
The example shows a cylinder aligned with the z-axis in world coordinates to match the cylindrical mapping orientation for best results.
The UV Planar button maps the selected Texture onto the 3D object as if projected onto a flat plane, based on the current orientation in the Preview window.
The UV Spherical button wraps the selected Texture onto the 3D object as if surrounding it with a sphere. The Texture is applied based on the current orientation in the Preview window.
Creates UV coordinates like an unfolded box, resulting in six UV shells captured from orthographic views.
Generates UV coordinates as an unfolded box, producing six UV shells from orthographic views. These shells are stacked in the same UV space, enabling equal texture projection across all six surfaces.
The example on the right shows all UV shells in Morph UV, stacked in a shared region to project the texture map evenly across all surfaces.
Each polygon’s associated UV region is captured into a single UV shell, stacked in the same space, applying the texture map to each polygon individually.
Each polygon is assigned its own UV shell, evenly distributed across the UV texture space. This gives each polygon a unique rectangular section of the texture.
The size of each texture section adapts to the polygon's size, with larger polygons receiving proportionally larger texture areas.
Controls the maximum texture-to-polygon ratio. Setting it to 1 assigns an equal texture portion to each polygon, allowing the texture to work across different deformations of the model.
In the example on the right, with a higher AUV Ratio setting, Morph UV shows UV shells where larger polygons are allocated more texture space.
Adaptive UV Tiles work best with textures that are multiples of 256 (e.g., 1024x1024, 2048x512).
The Packed UV Tiles button combines AUVTiles and GUVTiles to maximize UV space, providing an accurate UV unwrap that efficiently fills the texture area.
Assigns different portions of the texture to each UV group in the mesh.
The AUVRatio parameter is used with GUVTiles to adjust the relative size of each assigned texture portion.