Thank you, Jussi, for the excellent work. Rhino has improved significantly on the rendering side, and proper UV mapping was one of the missing pieces. Thanks to these recent improvements, it is now truly possible to work effectively with UVs.
A few quick questions: What does baking do exactly? What is its purpose? When and how should it be used correctly?
Some feedback:
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I would prefer the Rendering tab to match the Properties: Texture Mapping panel more closely. In the Rendering tab, some buttons are missing and the existing ones are not in the same order as the icons in the Properties panel.

Conversely, the Properties: Texture Mapping panel is also missing some buttons that appear in the Rendering tab.
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It is quite difficult to understand the current state of UV mapping in Rhino because the UV mapping inspector does not always display or update all relevant parameters.
One possible solution would be to add a second UV Editor window (post process) called “Final Mapping” (or similar), which would show the actual real UV mesh that will be exported. Alternatively, the existing UV Editor could be updated to display the final, export-ready UV mapping.
- Perhaps (this may be an ambitious request) Rhino could benefit from a true surface-based 2D UV Editor (with control points/CVs) alongside a 2D UV Mesh editor. This would align better with Rhino’s traditional modeling philosophy — treating UVs as editable surfaces projected into 2D space.
- Finally, it is not clear to me how to properly export a joined UV mapping mesh (UV island). At the moment, the export appears to separate the geometry. Also, if vertex welding is Unmodified or Welded is selected.
- Fixing some more bugs: Bug Report: Surface Mesh fails to import in Substance Painter (UVs) - #7 by AlanMattano

