Rhino BETA Feature: UV Editing Improvements

Update: A few more UV improvements that were not mentioned in the original post:

Viewport highlighting for UV selections

@Charles, this is now in: selecting vertices/edges/faces in the UV Editor highlights the corresponding sub-objects in the model viewports. (RH-72383)

Selection to model

A new button in the UV Editor lets you select UV islands and push that selection to the corresponding sub-objects in the model space (SelectionFromUvIslands). (RH-91095)

MatchUvScale command

New command to match texture scale across multiple objects — pick a reference object (or type in a value) and apply it to others, or use the average scale over an object. Requested here. (RH-89878)

ARAP now supports edge constraints

The As-Rigid-As-Possible unwrap method didn’t originally handle edge straightening constraints — that’s fixed now. (ABF still doesn’t support them.) (RH-87600)

It would be great if you make some tutorials on vimeo about all improvements in rhino 9 please

RH-95931 is fixed in Rhino BETA

  1. are there any viable ways to work with trim sheets in rhino? doing any minor change nukes the seams, which means you can’t even model to the trim sheet.

Also I’m not talking about huge changes, even just extruding or adding geometry, whether its nurbs or a mesh completely nukes all seams (am i doing something wrong)? This is the #1 thing i have found from rhino so far that i feel like is essential for me, i really hope I’m just doing something incorrect.

  1. ‘MatchUvScale’ is either broken or works in a weird way for texel density workflows.

It will correctly let the uv islands flow out of the UV square when you export it, BUT in the uv editor you cannot see that yourself, you just see the same islands in the same way as always, but the texture has been cut off or sized.

This means you cant properly line it up to the trim sheet texture. It should just take all islands, and scale them all to the correct size, letting you chose and overlap / leak out of the sides to get the correct tiling. (It seems like it tries to cut off the texture, and you get like a small square of it).

I mean the general workflow would be, i have a 1k texture, which should be 1m. (or in many cases a 2k texture etc) then for some reason depending on the file sizes, that is like zero point something (0.1)?

That feature is so close to being so good, if the texture preview, and island preview didn’t get broken it would be amazing.

edit:

or as a cope, is it possible, to only unwrap new faces, or selected sides/faces? then i could keep the unwraps, and only do sections at a time, and not be forced to do a full unwrap where each and every seam becomes important.

but there seems to be a bug, selecting a face, even with the “show on the uv editor” synced, it will not light up the ‘re unwrap’ button or selecton on how to do it, so its impossible to select a new face and just unwrap that.

Unfortunately you’re not doing anything wrong. Seams will be lost when geometry is modified. I’ve logged your request: RH-97392 Unwrap: remember seams after editing object

This is because the MatchUvScale modifies the UVW space repeat of the texture mapping. This way it works on all texture mapping types. But obviously we need to add a way to bake that UVW repeat into the 3d mapping primitive. Then the UV Editor will show the texture 1:1 and the islands will be just different size. However that is not possible for all texture mapping types so it will force the mapping to be converted into a custom mesh mapping - type used by unwrapping and UV editing. This request is logged as RH-97393 MatchUvScale: bake UVW repeat into 3d mapping primitive.

As long as you don’t modify the object you can run Unwrap again and add new seams. However the previously adjusted UV islands will not be preserved. This is something we will be working on sooner or later. There are already requests for

  • Being apply to add seams after unwrapping RH-62300
  • Re-unwrapping not moving islands that were not changed RH-74015

Do you have an Unwrap method selected for the face?

wow i never expected such a positive reply thank you so much!!

if the commands like “SelectionsToSeams” and the reverse one, it would be much appreciated for making a plugin myself that would do some more ‘game ish’ workflows for uvs.

Yea, the issue is if you click the face in the viewport (not the uv editor) it will mark it, but it will not select it in the uv editor, thus you cant select the unwrap method or reunwrap. So it would just be, not just marking it but also selecting it in the uv editor.

And then maybe also, making the ‘insides’ of a face in the uv editor(not just the edges/curves), also clickable so you dont have to click the borders(or maybe that is already possible?).

A feature that would make a workflow really good would be, to be able to unwrap a selection, then instead of having to go around and mark seams you would mark selections, unwrap, straighten, lay on the trimsheet. Then go the the next faces etc. Then having like, the not yet unwrapped faces have a color or something. (I could do via an extension).

Then i would just need the “unwrap selection” even if it isnt unwrapped via the full model yet. (Which is not possible now, because when selecting a face, you cannot click the unwrap button in the uv editor, so a command or something would be cool, or a fix to the greyed out button/method).

I thought about doing some, ‘kinda bad plugin’ with object relative position coordinates instead of the ids/names of the edges themselves, to be able to survive the more spooky/weird internals that probably happens on a nurbs model when doing edits. Then i would also be able to use those ‘tags’ to mark edges as smooth/hard, and have a weld/unweld step when exporting at the end, with an angle option as well. (Ok thats a seperate topic… haha).

For the texel density unwrapping, couldnt a scale or something just be set when you unwrap, then when you unwrap the islands have the correct size relative to that scale?

Like ‘world size per uv tile’ so basically meters per uv tile.

And a last thing, when moving the islands around it would be nice to see it update in real time for lining up stuff for trim sheets, instead of having to let go, or moving in tiny increments.

I appreciate it! thanks for the reply!! wow!

RH-97661 is fixed in Rhino BETA