TexTools中文漢化by:叁棠重工 last update: 2010.07.09

version: 4.10

Download

Compatible with:

  • 3dsmax 9, 2008, 2009, 2010
  • WinXP, Vista, 7 all 64 bit or 32 bit
  • Photoshop if you want to quick edit Textures

Links:

Installation:

安装方法


Just drag the MZP file into the 3dsMax viewport. Click on ‘Install’ to copy
TexTools to your user folder and start it right away,

只需要把MZP文件拖放給工作界面內啟動安裝就可以立即使用。

Introduction

TexTools is a collection of UV and Texture related
scripts for 3dsmax 9 and up that can be very easily installed. It was
initially started to improve my personal workflow of UV-editing and
Texture previewing in 3dsmax. Eventually I ended up creating scripts
that other UV tools can not do or do not yet provide.

TexTools 【Tex工具包】是一個在3dsmax 9+版本軟件上集合UV和紋理相關的簡易安裝加強腳本。最初源於我個人在MAX上面編輯UV和紋理預覽時加快和提高工作效率。最後我終於完善了其他UV腳本所尚未包含或沒有包含的特別功能。

When using TexTools you will see a Toolbox inside the
GUI of 3dsmax. Most functions only work if you are in the editUVW mode
in 3dsmax (unwrap UVW modifier and then the edit button).

當你在使用TexTools時你將會看到嵌入3DMAX的GUI工作界面,很多功能是在UVW編輯器激活時會用到(unwrap UVW編輯器和編輯按鈕被激活時)。

4.10新特性:
01 片壳空間會自動且均勻的進行朝向檢測和佈局。
02 繞過默認材質預置,一次性對多重模型對象進行棋盤格貼圖。
03 只選取一個邊或者是經過特殊選取的頂點和多重邊,便會自動加入環形邊結構。
04 即刻為材質快速施加烘培後的紋理,更好效果的預覽。
05 勾選後可直接將烘培後的紋理另存檔TIFF或BMP格式。
06 勾選後可以直接在3DMAX窗口顯示烘培後的紋理。
07 基於邊的舊化貼圖渲染可以讓模型的硬邊看上去很舊。
08 環境閉塞貼圖現在開始支持預設設置。
09 環境閉塞貼圖烘培專屬的距離微調預設有更大的控制範圍。
10 光影追踪渲染專屬的預設。
11 直接將物件的difuse貼圖轉換成頂點色,最適合當你想吧任何通道貼圖當作高階材質渲染時的遮罩使用。

General Tools全局工具组

The general Tools hold many common commands to work with UV-Layouts or
Texture maps. Most of these commands can be accomplished as well
through the default 3dsmax interface but often require tiresome
repeating steps.

全局工具組上停放了很多在UV-Layouts,UV規整和紋理貼圖時用到的簡化命令,默認常用命令一般通過MAX熟知的默認界面上調用就可以,但通常默認的操作步驟太過繁瑣。

Help Panel

幫助面板

Opens a Help panel explaining each tool in short.

開啟幫助面板,上面有每一個工具的簡短介紹。

Clicking on ‘getting started’ will show you a quick intro on how to use tools for a typical case.

在“getting started入門指南”上點擊將會向你顯示一個典型的工作流程中快速應用的介紹。

Settings

設置和安裝

Opens the Settings panel to change TexTools behavior such as style overrides and editor docking.

開啟設置面板變更TexTools的行為,比方風格重寫和編輯器停靠靠

Additional debug tools provide advanced users to dig deeper into TexTools.

提供了附加的排錯工具給用戶進行更深層次的開發。

Texture / Padding and #Channel

紋理/填充#通道

The first 2 input fields represent the width and height of your Texture map.

第一排的兩個輸入框內標識了你所運用的貼圖的長和寬麵積。

  • The dropdown value is the current UV channel (default = 1).有一個向下的捲展欄上面標識了當前的UV通道(默認是1)
  • The 4th number represents the padding size that is used in various tools to determine the space between shells or when baking.那個4號的號碼標識的是各個工具在不同的UV片之間填充貼圖或烘培貼圖時的大小縫隙
  • The ‘G’ button stands for ‘Grab’ and picks the texture size from the current selected objects and its texture.“G”按鈕是為了在已經選取的物件上所賦之不同尺寸的紋理之間進行’Grab拾取’
UV Editor

UV編輯器

opens
and closes (swap behaviour) the UV editor for the current object
selection. Whenever you open the UV-edit window via this grid and
colour adjustments are made to improve the bad default settings.

為當前所選取物件開啟和關閉(交替)UV編輯器。你在任何時候開啟UV編輯器窗口這個優化過的設置會完全改善默認編輯器的糟糕設置。

Checker Maps

棋盤格貼圖

Asign and or Cycle through different checker maps. A right click on this button will reset the material. Left click cycles through the 3 different checker maps and the former material.

通過賦予不同的棋盤格貼圖,鼠標右鍵在這個按鈕上會復位材質,通過鼠標左鍵點擊材質貼圖在三張不同的棋盤格之間循環切換。

Note:
Previous materials can only be stored for as long as you select the
object and cycle back the the original material. If you swith inbetween
to another object and reset to the previous material you get the other
objects former material applied. This is a bug.

注意:前一個材質球在選擇循環點擊時都會被沖掉,如果你在另一個物件時都會切換到其他的材質球上,這是個BUG

edit in Photoshop

在Photoshop中進行編輯

Opens all assigned textures of the selected object or objects in photoshop. Wrong linked images are ignored.

This only works if you have any version of Photoshop isntalled.

在photoshop中開啟任意選定的紋理,錯誤的圖像鏈接將會被忽略,這個按鈕只在你有安裝任意版本PS時生效。

Flat View

Flat View 視窗渲染

Switches
to a #flat view in the current viewport in which only difuse colors are
visible without any shading. Also in this mode the background color of
the viewport is changed.

切換到Flat View 視窗渲染視角,除了difuse colors渲染其他都不生效。背景色只在這個視窗開啟時才會變更。

Use this mode to analyze your texture previews in the viewport. Another left click will disable this mode.

使用這個預覽模式窗口來檢查你的紋理。再點一下鼠標左鍵會關閉這個模式。

swap UVW XYZ

直接在UVW界面和XYZ的3D界面之間來回切換

Swaps
your UVW channel with your object world XYZ channel. In other words
your topology in your UVlayout becomes your 3d model topology and wise
versa.

讓你的模型物件在UVW通道和XYZ通道之間來回切換。換句話說你可以讓你的UV拓撲變成3D模型,反之亦然。
If you hit the button again you get your original model
again. All of the swap changes are stored in a new edit poly modifier -
if you delete that modifier you will also undo your swap- alternativly
simply hit undo.

如果你再次點擊按鈕,你會再次得到原來的模型。所有拓撲變更都在一個新的多邊形變型器上進行操作-如果你刪除了那個變型器,你依舊可以還原你的拓撲-原理跟回退功能的效果一致。

This function is usefull if you need to transform your UVlayout in a
way that is only possible through modifiers or other ways in max.

這個功能是專門針對你需要對UV佈局進行建模拓撲這種特殊需求而專門開發。

Youtube Link: uv- swapping

Pixel Unit Transform Floater像素單位浮動變型器

The
transform floater is an additional floater panel that opens with the
UV-editor of max whenever you open it via the TexTools interface using
the ‘Edit UV’ button.

浮動變型器是使用’Edit UV’按鈕激活TexTools界面時隨著UV編輯器開啟後附加的操作面板。

With this panel you can transform vertex, edge or face selections with
pixel units – so that units are treated equal to the ones in your
texture bitmaps.

在這個面板上你可以針對點,邊或面進行基於像素單位的變形編輯-所以那個單位是直接針對你的位圖紋理進行等比映射。

Youtube Link: pixel-unit Transform Floater

Pivot轴心

Click
on one of the 4 corners to set the orientation space you want to
transform your selection within. For example by default 3dsmax forces
you with a bottom left to top right orientation (3rd quadrant) which is
rather inconvenient for most artists.

在四個拐角上點選其中一個拐角作為你希望進行選取變形的軸心,比方說默認MAX會強制讓你從左下角至右上角方向進行操作(三向限)這針對大多數藝術家來說並不討巧。

x, y, w, h Transforms your selection in the UV-unwrap window according to these spinners. The properties are

通過這些網格針對你的UV擴展視窗來進行選取,具有以下屬性

  • x: The Pivot x軸transformation position in pixels of the X or U coordinate within the UV editor of the selection.協助UV編輯器讓所選目標沿X或U軸上進行像素反轉。
  • y: The Pivot y軸transformation position in pixels of the Y or V coordinate within the UV editor of the selection.協助UV編輯器讓所選目標沿Y或V軸上進行像素反轉。
  • w: The width of the selection bounding box in pixel units.讓所選目標在寬度坐標像素單位進行反轉。
  • h: The height of the selection bounding box in pixel units.讓所選目標在高度坐標像素單位進行反轉。
Align Selection

選擇排列

Aligns the selection in 2 modes:

排列所選目標在一下兩種模式

  • with selected vertecies or edges: will line up the the verts / edges to the outer edge within each direction.所選目標定點或邊:將會順應每一個點/邊外延方向進行排列。
  • with selected faces: Aligns shells as objects to the most outer edge within each direction所選目標面:和物件排列一致,依據每個最外緣排列所選目標。
Rotate

旋轉

Unlike default 3dsmax UV rotations this rotates selections 90° wise without changing the orgin corner offset.

不喜歡默認的3dsmaxUV旋轉工具,這個選取允許繞過默認工具,直接進行90度的標準角度旋轉。

Usefull for packing tight rectangular spaced UV shells.

對於需要經常對UV空間進行優化和調整這樣做會很有效。

UV Topolgy Editing

UV Topolgy編輯

These are the core tools to edit the UV-elements at the UVspace topology level.

下面這些全部都是在UV Topolgy空間級別內進行UV-元素編輯的核心工具組。

Relax

馳放

Relaxes either selected edges or faces with different methods:

在不同的邊和麵選擇切換,馳放後會有不同的效果。

  • with selected edges: edge angle based relax (irons better twisted shapes)如果選擇一些邊:馳放會為邊的角度作為依據(彎曲的鐵桿比較有效)
  • with selected faces: face angle based relax (irons more true to the topology of the mesh)如果選擇一些面:馳放會為面的角度為依據(對鐵桿會更加真實有效)
Linear Align

线性对齐

This
function moves edges or verts smartly on a line so that it becomes a
straight line. A spinner with the label ‘°sn’ defines the snap angle.

The snap angle defines at wich angle difference to the U or V axis the
line should be aligned to the U or V axis. A value of 45° will result
in only U or V line flows. Any smaler value lets you align line
selections within angles that fit within the snap value so you can for
example align to 45° or 20° ramps.

這個功能會華麗的移動邊或點規整到一條徹底的直線,帶有’°sn’ 的微調標籤來定義和管理角度,該管理的角度界定了不同的角度對U/V軸或U/V軸行應對齊,一個45度的角度值會導致只有U或V坐標線其中一個坐標排列有效,在更小的任意數值範圍內,您可以調整角度以便適合每個單元的值,例如可以調整為45 °或20 °的斜行選擇。

Rectify

矯正和掰直

Transforms
the selected faces in a way so that each face is aligned to the axis as
perfect rectangle with 90° angles in each corner.
This method is
usefull when you have for example walls that need to be straightend so
that the texture better fits pixel wise on the UV. Also usefull when
connecting a loop so that pixel rotations on seams dont appear.

變更任意所選面的折角,直接矯正和掰直到90度。

這個方法在你將會有一堵牆需要按照紋理進行完全襯平以做到和UV範圍內像素映射時會非常有用,同樣受用於當鏈接一個循環,像素旋轉後不顯露接縫。

Youtube Link: Rectify script

Stitch

縫合

Sitches without any dialogue your selected edges with the counter pair (select only 1 side).

If you select faces it will convert and filter out possible edges to stitch and stich them.

針對你所選目標的拐角接邊處不使用任何對話框進行縫合操作(只需要選擇一面)。

如果你是選取的面,就會盡可能針對所選中的生效邊進行轉換然後縫合到一起。

Right-click will filter your selection to stitch able edges (with either previously selected faces or edges)

鼠標右鍵將會針對你現有所選邊對象進行縫合(之前任意選中的面或邊都有效)

Symmetry

基於UV的Symmetry對稱鏡像操作

Reflects
or flips either 1 side of a UV shell to ther other side or average
booth sides so that they are in any case identical. This tool comes
with 2
modes:

鏡像或翻轉任意UV片的一面,或另一端,或者雙方平攤,使他們在任何情況下都是相同的。該工具配有2種模式

  • select half the faces of a shell to mark the half to be mirrored.選擇面的一半部分或者選取需要被標記鏡像的部分。
  • select 1 edge or a symmetry edge selection to mark the symmetry axis,- will average the verts on booth sides選擇一個邊或對齊的邊來表明所選鏡像的坐標軸,-這將會同時在兩邊均衡展開。

Youtube Link: uv symmetry

Quick Pelt Mapping

快速Pelt貼圖

A way to unwrap a shell via peltmapping with just 1 click.

一種直接通過peltmapping平展UV,僅僅只需要點一回鼠標的操作方式。

  • If you have a series of faces selected it will try to cut around this face selection and pelt map this new shell.如果你的模型擁有一個連續的面被選取,這將會嘗試沿所選面環切成新UV片。
  • If you select some edges it will cut the UV-shell at that edge selection (seam marking) and pelt map the associated UV shell.如果你選取一些邊,這將會延這那條所選邊進行切割UV片(就好像是標註)並且針對UV片進行連續展平
  • If you select just 1 edge it will loop select that edge and cut the shell there and try to pelt map that associated shell.如果你只選取一個邊,這將會環選邊且直接在這里切割接著針對UV片進行連續展平

Youtube Link: “Quick Pelt” mapping

Peel Pipe

管狀Pelt貼圖

Max 2009+ only!!

這功能只在MAX2K9上才有! !

Unfolds pipe alike and cylindrical shapes by using the 3dsmax internal Spline Mapping technology.

馳放類似MAX上用樣條曲線進行貼圖的管狀物件。

In comparision to the Spline mapping though you do not need to create
the spline yourself but instead just select the edge loop it will
follow (or just one edge to auto loop the selection).

相對於comparision你不需要建立自己的樣條,而是只遵循選擇兩邊邊緣的環形就可以了(或只是一個邊緣自動循環選擇)。

This script is not yet fully complete as the Seam generated can not yet
be controlled. It shoudl however come in usefull if you want to peel
closed cylindrical shapes with rectangular orientated faces.

這個腳本還沒有完全全部的統一的被正確控制,然而如果你想剝離封閉矩形導向面圓柱的形狀,這將會很有用。

Iron to Shell

用熨斗平展表面

Quickly unwraps the current face selection into a single shell and relaxes it a few times.

Using this tool you can unwrap Complex Objects with just a few clicks.

快速平展當前所選在單個單元片內的面並且花費時間來馳放。

使用這個工具你能夠只需要點擊幾下鼠標即可平展複雜物件。

Layout and Orientation Tools

佈局和定位工具

The
Layout tools re-arrange selected UV-shells in a way to help you
organize things. These commands do not change the topology of the
selected elements but only move and rotate them.

佈局工具可以讓你使用任意重選方式來組織你手頭的UV工作,這些命令不會針對所選目標進行型變,僅僅只是協助進行移動和旋轉。

Split at Smoothing Groups

在光滑組內進行Split

Splits
your UV layout according to the Smoothing groups of your 3d Mesh. So
that All UV seams will be where your hard edges in the model are.

依照閣下的多邊形面光滑組為依據進行UVSplit佈局,所以全部UV的斷開部分都是以你模型上的硬邊為依據。

If the 3d model does not have any smoothing groups defined a temporary
auto smoothing of 60° wil be applied to the process.

如果模型沒有任何光滑組被預定義,這個命令執行時會有一個默認的初始化60°的統一光滑組定義工序。

This temporary
smoothing however will not be asigned to your Mesh itself.

然而這個臨時被定義的光滑命令不會被直接定義給現有的模型面自身。

Explode

拆散

Explodes
the selected faces or everything into possible 60° face normal groups.
This is the best way to start a fresh new unwrapping of a 3d model.

拆散所選擇模型面成60°面光滑組,在開始新3D模型的UV貼圖工序時會更加實用。

Pack

打包

Packs the selected shells without normalizing and rotating shells.

繞過normalizing和片殼旋轉直接將所選片殼進行打包整合。

If possible it tries to fill holes with smaler shells.

如果可能,會用小片的片殼填補空隙。

This command uses the internal 3dsmax packing method,- so its not much
different from the Unwrap UVW ‘Mapping’ » ‘Flatten Mapping’ method.

這個命令調用了3dsmax 的內部函數,-所以和Unwrap UVW命令下的’Mapping’ » ‘Flatten Mapping’貼圖»平展貼圖函數效果一致。

Crop

合成

Crops
the uvLayout to the minimal used space including padding space.

包含填充的空間在內,以最小的空間利用方式進行UV佈局的合成。

The
alignment is towards the upper left corner unlike UV coordinates which
usuually orgin from the lower left corner.

該調整是基於左上角,不像UV調節器那樣源於左下角。

Sort

整理

Rotates
all of the selected shells to a minimum width and lines your selected
UV shells up in a row from left to right and also sorts the elements by
its height.

從左到右以最小寬度和線為依據旋轉全部所選片殼,同時通過高度為依據進行排列整理。

If you rightclick on
this button it will lineup the selected UV shells on the other axis so
that it sorts by width from top to down. Pixel margin is preserved in
this function.

如果你鼠標右鍵在這個按鈕,將會排列所選UV片殼在其他軸,因此是從上到下進行分類整理。邊緣像素預留在這個功能被繼續繼承。

This function is very usefull when packing
thin objects that would take a lot of work to pack manually next to
each other to save space.

當打包細小物件時為手動整合規整零碎片殼來節省貼圖空間時這個功能會非常有用。

Youtube Link: UV shells a compact

Align to Edge

對齊邊緣

Aligns the shell of 1 selected edge to the edge’s closest axis beeing U or V.

基於最近線框為參照物U或V坐標軸來對齊片殼中的一個所選邊。

With this tool you can for example align symetrical shells or align a shell that needs to stand on a certain side.

使用這個工具你可以對其非對稱片殼或需要在某一面為參照物對齊一個片殼。

Render Detail Texture Maps渲染細節到紋理貼圖

Detail Maps are essential Texture aids to help or get more out of your texture work.
Whenever you press the ‘detail’ button a new floater will appear (or close) and offer you a variety
of texture maps you can render directly to your clipboard.

豐富細節貼圖針對閣下進一步開展紋理工作起到協助和補助作用。無論何時你按下’detail’ 細節按鈕,一個新的浮動面板會添加上來(或關閉)為閣下提供直接渲染到剪貼板的各種規格的補助紋理貼圖。

Most of the map types come with additional parameters to tweak and
control the output. The following types are supported:

大多數貼圖都可以統一調整和控制輸出規格,支持以下種類:

Wireframe

線框

Renders
the UV-Layout or Wireframe directly to your clipboard as black and
white masking image. Paste it into Photoshop and then for example
invert the colors (ctrl+i) and then set the layer blend mode to
‘multiply’ to project it over your real texture.

渲染UV-佈局或者線框佈局到你的剪貼板,黑白色的貼圖,粘貼進PS之後反轉色彩圖層並加入”疊加“的圖層著色模式,然後在上面製作你真正需要的紋理。

Detail Map Floater

浮動的貼圖細節預覽

Opens
or closes the detail map floater next to this button. From that floater
then you can select a map type you want to render or bake to your
clipboard.

用這個按鈕開啟或關閉細節貼圖浮動面板。在那個浮動面板你也可以選取你所希望的貼圖形式來渲染或烘培到你的剪貼板。

Selection Mask

選取的遮罩

Renders selected faces or all faces of your UV map as a Black and White mask.

Works also on Multiple Objects at once (Max2008+).

用黑白遮罩色來渲染閣下UV貼圖的所選面或者全部面,支持批處理烘培多個物件(Max2008+).

Blockout: Mesh Elements

草圖:

面元素

Renders
each Mesh Element in the UV map with a unique Color. This is usefull if
you want to identify elements of the 3d model in your texture map.

用不同顏色渲染給UV貼圖中的任意一個面元素。你希望從中區別物件的不同紋理,這個會非常有用。

Blockout: Material ID’s

草圖:

材質球ID

Again parts of the UV map are color coded to seperate them easier. In this mode each Material face ID gets its own unique color.

這個也是一樣,這個是上面功能的擴充功能,支持基於ID的材質球色彩預指定。

You only will have different material ID’s on your faces if you either
set them manually or of you drag materials or textures on selected
faces. With this map type you know which faces belong together face ID
wise.

你可以使用完全不同的材質ID基於你的模型的面選取,如果你手動設置他們之後,這種貼圖類型你將會從預製定的面ID來識別材質的歸類。

Blockout: Smoothing Groups

草圖:

光滑組

Color
codes smoothing grouped faces by unique color. You will only see
useable results in you have at least some hard edges on your model
using smoothing groups.

用不同色彩編碼區別面光滑組,你將會看到能使用軟硬邊編輯後的光滑組結果。

Ambient Occlusion

環境閉塞貼圖

The classic AO map is usefull to get out more contrast in your texture and support the shape as such.

經典的AO環境閉塞貼圖,使用基於模型紋理表面的自烘原理,針對你的紋理疊加以增加對比度和體積感。

Light Tracer

光影追踪

Similar
to Ambient Occlusion this map type reflects rays on the surface but
with a more soft result. Its the same method that is often used for the
typical clay renders.

通過光影追踪來模擬AO環境閉塞貼圖,在模型表面自烘的類型,相比較AO得到的結果更加柔軟,這配置在渲染器中也比較常用。

Cavity

深度貼圖

【高度貼圖】

Renders a concarve /convex map.

渲染一張具有深度/凸起信息的貼圖。

Hard Edges

硬邊

Using
the Ink & Toon shader it renders the Hard edges of the 3d model
(where smoothing groups form a hard edge). Use this map to point out
where hard edges are in your map or use them as a base for worn edges.

使用 Ink & Toon shader模擬3D模型的硬邊(上面有光滑組預設的硬邊信息)。

使用這個貼圖指定硬邊在你貼圖上位置的標註,製作磨損邊緣的效果。

Transfer

遷移

Transfers a difuse Texture from UV-Channel A to UV-Channel B. This of course only works if booth channels are defined ahead.

遷移A通道UV的自發光貼圖信息到B通道,當然這個通道定義的工作需要預先進行設置。

Use this map rendering type to change existing layouts with textures
into new UV-layouts, or if you want to combine several maps / objects
into 1 texture map with 1 layout.

使用這張現有的貼圖渲染遷移給一個全新的UV佈局或者你想把多個貼圖/物件的紋理合併到一張佈局上。

Camera Map

攝影機貼圖

Lets you paint over a Viewport grab and render it back to texture space.

This tool consists of 2 steps:

允許你通過視角直接截取和渲染給貼圖空間。這個工具包括兩個步驟:

  • Grab
    the Viewport from the selected Object and dump it to the clipboard so
    you can open it in Photoshop and paint on top of it. Once done copy
    everything merged back to the clipboard and go back to max.

    從所選物件和剪貼板合併視角,所以你可以直接在PS上直接進行編輯,一旦完成後直接合併然後通過剪貼板反饋至MAX。

  • The
    2nd click it will Project the clipboard Bitmap on the selected object
    from the last perspective and render it to Texturespace to store it
    back to the Clipboard.

    第二回點擊將會映射剪貼板的貼圖在最後編輯的所選物件上,這樣會通過剪貼板直接渲染反饋給紋理空間。

Youtube Link: Camera Mapping to Clipboard

Texel Density紋理密度

Texel Density is a unit and pixel length ratio that describes how dense pixels are mapped on the surface of your 3d model.

紋理密度是描述如何密集的像素映射到閣下的三維模型表面的一個像素長度比單位。

Sometimes you want to normalize, adjust or apply custom level editor
values so that your 3d models match up with other mapped 3d models. The
unit length (‘per’) is measured in internal 3dsmax units.

一些時候你希望規格化,校准或應用在自定義的關卡編輯值上,所以你的模型必須和其他被貼圖的模型像素比相互匹配,

單位長度(‘per’) 是3dsmax內部衡量單位。

Normalize Shells

規格化 Shell

Normalizes
the UV-shells in relation to each other so that the texel density is
euqually distributed without really modifying your uv shells except
proportional scaling.

除非你的UV片殼未按照比例進行縮放。

規格化UV片殼使紋理分佈密度相互關聯,所以該紋理分佈密度才會合理。

Pick Texel Density

拾取貼圖像素密度

Pick’s up the texel ratio from 1 object and leave it within the input values below it beeing pixels² and world units².

用來在一個物件上拾取貼圖像素密度,在這個下面是可輸入的當先像素值和世界單位值。

Assign Texel Density

指派貼圖像素密度

Applies
texel density to your selected objects. And it will scale shell by
shell proportional from it’s current place so that it fits the ratio.

指派貼圖像素密度到所選物件。並且將當前位置的片殼進行規格化,使之適合統一比率。

At the moment only object’s themselves are supported UVunwrap sub
selections like particular UV shells are not yet supported.

與此同時只有物件自身被支持。

UVunwrap次級選取或類似的特殊UV片殼還尚未被完全支持。