We're fortunate to have a community which keeps working with us to improve RizomUV. As well as algorithm improvements, here are the new features implemented since the Winter release from November 2019:
We have made using Texel Density (TD) in RizomUV significantly easier by tweaking the UI and how it works. You can find the functionality, complete with shiny new icons, in the Layout and Packaging panels as always, but the workflow is now a little different: Texel Density is now one, linked setting, as opposed to separate in earlier versions. So Texel Density in the Packing Panel is now linked to the Layout Texel Density by default. However, should you need to set TD settings in the Packing panel, you can be unlink them from the Layout Panel by pressing the Custom button and then defining your TD.
Select Element works just like it does in, i.e. 3DS Max: you select the Element, and then you can, i.e. press I to isolate and unwrap it. The Element selection remains regardless of UVs, so you can always select it for further refinement or packaging. In the video below, we enter Island mode (F4) but you can use Polygon Mode (F3) as well. We then Selected an island of an Element. Then we pressed the Middle Mouse Buttom (MMB) but you can also use the icon in the top right of the align panel
Select Flipped does precisely what it says, it selects all flipped islands or polygons in a model or isolated group if you pressed I to separate something out. Rizom interprets Flipped components as downfacing in UV space. To select them, you press the icon and hey, presto!
Once the islands or polys are selected, you can use any of the flip options in the flip menu, or you can press U to unwrap them if they are existing islands, that will also flip them the right way in many cases
Located in Edit_>Preferences, RizomUV now has Autosave and Debug options. Autosave is off by default, but when you set it to on, it will save in a location of your choice (the default being RizomUV's autosave folder in C:\Users\YOURUSERNAME\AppData\Roaming\RizomUV at intervals of your choice, and you can define up to five (5)autosaves. You can of course change the location of your autosave
Found in the same location, the Debug log for RizomUV comes in two flavours: The Command log outputs how RizomUV initialises and the commands used in the current RizomUV session you are running. The OpenGL log outputs what OpenGL is doing during your session.
Both will hopefully make troubleshooting even easier, and we urge people to add the command logs when reporting a problem at support.rizom-lab.com.
W we've also given FBX loading some enhancements:
Located in Preferences, you can now choose how RizomUV handles FBX imports and their channels:
You can now enable partial FBX UV sets as well as deleteunused UV sets
In addition, the UV Map names are now displayed even if the FBX file is loaded in its default channel index mode. We added this, as all modelers handle what's in the FBX channels differently, and we hope this makes it easier to work with them in RizomUV
In addition to the items above, the following new items and bugfixes have been implemented. If you find a bug, or have a feature request, please report them in our support desk at support.rizom-lab.com
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