vrUVTypes

class vrUVTypes
class PreRotateMode

Pre-layout rotate mode. Before packing, the islands can be reoriented in a pre-process phase.

RotateOff

Disabled (Leave the current island’s orientation)

Horizontal

Pre-orient the island horizontally before packing (using its minimal bounding box as reference)

Vertical

Pre-orient the island vertically before packing (using its minimal bounding box as reference)

XAxisToV

Pre-orient the island so that its X axis in 3D space is aligned to the V axis in UV Space.

YAxisToV

Pre-orient the island so that its Y axis in 3D space is aligned to the V axis in UV Space.

ZAxisToV

Pre-orient the island so that its Z axis in 3D space is aligned to the V axis in UV Space.

class PreScaleMode

Pre-layout scaling mode. Before packing, the islands can be rescaled in a pre-process phase.

ScaleOff

Disabled. Do not rescale the islands during pre-process (can still be scaled during post-process)

Keep3DArea

Scale the island so that it will have the same UV area as it has in 3D space.

KeepTotalUVArea

Scale the island so that the total UV area will be kept. The purpose is to give a coherent scale ratio between 3D space and UV space for all islands.

class PostScaleMode

Post-layout scaling mode. A universal scale operation is applied to all involved islands, after packing.

TranslateOnly

No post scaling, however the bounding box of the involved islands will be translated so that it is at the left corner of the specified box/tile.

Uniform

Scale all islands so that their global bbox fits best the given box. The scaling will be uniform: same scaling for U and V axis.

NonUniform

Scale all islands so that their global bbox fits completely the given box. The scaling will be non uniform: Scaling in U and V axis can be different.

class TileAssignMode

Determines how islands are associated to the available tiles. The tiles are specified with vrdUVLayoutSettings.setTilesU(tilesU) and vrdUVLayoutSettings.setTilesV(tilesV). The geometry of the tile (that will be used for all tiles) must be specified using parameter vrdUVLayoutSettings.setBox(box).

BBoxCenter

Each island is assigned to the tile that contains the island’s bounding box center.

Distribute

The selected islands are automatically distributed into the available tiles.

class UVProjectionMode

Lists different kinds of projections to create UVs.

None_

No projection.

PlanarMapping

Calculate UV coordinates by planar mapping.

TriplanarMapping

Calculate UV coordinates by triplanar mapping.

CylindricalMapping

Calculate UV coordinates by cylindrical mapping.

class UVSet

Lists UV sets available in UV Editor and vrUVService.

MaterialUVSet

UV set for material textures.

LightmapUVSet

UV set for lightmap textures.

class SnapshotStyle

Flags for snapshot style.

ShowWireframe

Show wireframe rendering.

ShowBorders

Show borders on UV islands.

ShowShading

Show shaded filling of UV islands.

ShowAllVertices

Show all vertices.

class SnapshotMode
ZeroToOneSpace
Boundingbox
CustomSpace
class SeamMode
Organic

Selects a generated edges set to open an organic mesh. It tries to detect feature points of the mesh, such as finger tips or toes, links them together, and segments the mesh, if the Segmentation Amount is greater than 0.0. Use the Use Pipecutter option to force linking of all holes, to suppress all pipes of mesh.

Manufactured

Selects a generated edges set to open a manufactured mesh. Use Angle to define the angle between two consecutive polygons and Area Ratio to define the ratio between the smaller and larger patch area.

Baking

Selects a generated edges set to open a mesh for baking. It makes patches, according to a defined angle between polygons, and defines the size of the smallest patch by merging the smaller patches until the minimum size is reached.