©2012 Rich Diamant http://www.rd3d.com Home

UV Ratio:

UV Ratio works on a polygon Object level on Maya's UV's. It does not work with the custom polygon UV's created with RD UV Editor. If you have RD UV Editor up, please close it before clicking Set UVs.

UV Ratio was built to automatically scale uv shells based off of a world coordinate. This can work on multiple objects at once giving the same consistant uv ratio. UV ratio was built with production in mind. Because of this, it works on a specific ratio value that the user inputs. This allows the artist to maintain a specific pixel density with thier objects. The ratio number is based off of meters. So for example, if you want to have a full 0-1 texture be reflected on an environment every meter in your game engine, set this value to 1, select the object, and click Set Uv's. This will scale the objects uvs so that each meter is world space fills a 0-1 distance as best as it can.

Example:

Below is a simple plane that is built exactly 1 meter in both the width and length as shown by the grid.

If you click on Set UV's with a value of 1, the UV's will be scaled to fit the full 0-1 range in the UV editor.

In the above image, I scaled the plane to a lenght and width of 2 meters as shown by the grid. By still keeping the UV Ratio value set to 1, you will get the following result:

As you can see, the UV's are scaled so that a single meter distance in world space fits a 0-1 range. Since the object is 2 meters, the UV's were doubled.

If you set the UV Ratio value to 2 now, you will get back the original result:

This happens because you are saying that every 2 meters in world space should cover a 0-1 value.

 

Example 2:

As you can see by the checker boards, all the cubes have different scale ratios of thier UV's.

Now after using UV Ratio with a value of 10, you get the following Results:

As you can see, you now have consistant UV ratio's between the objects.

 

GLOBAL SCALE UVS:

If you have global scale uvs on, the uvs will be scalled based off of a global averaged pivot point on a per object basis. If this is off, each shell will scale based off of its own averaged pivot point.

 

<-- Previous Next-->