maximum number of iterations used to calculate the distortion. The
algorithm will terminate before this value if it has found the optimum
|Retransfer every #
in conjunction with fast mode this will check the amount of distortion
still left after # number of iterations. If fast mode is off this check
will happen every iteration, which is more accurate but slower.
|Max edges to search
number of edges to search through when checking what polygon in uv
space a grid point is in. If the polygon can't be found after this
number of searches it is assumed to lie outside the uv space of the
model. Generally the correct polygon will be found within a few steps
but sometimes it will take many more. Low numbers are quicker
less accurate, the maximum this number ever needs to be is the total
number of edges in the input model.
scale factor that lets you remove or add to the final uv positions.
this should be left at 2. The grid size is determined by the length of
the edges in uv space. Changing this value may lead to excessive cook
times if too high, or inaccurate results if too low.
the over all size of the grid. The grid should always be slightly
larger than the uv space. The grid size is calculated automatically and
should be ok with this value at 1.
|U out range
U range - fit the calcuated u value to this range
|V out range
V range - fit the calcuated v value to this range
||Name of an
attribute that can be used to freeze points to stop them being effected
by the uniforming process. The attribute should be a float with a value
between 0 and 1
"Retransfer every #".
|Visualise uv distribution
code points to show the amount of distortion
|Visualise smoothing grid
the distortion grid in object space.