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headus 3D scans

UVLayout v2.07 now available
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UVguy



Posts: 19
Joined: 23 Feb 2008

PostPosted: Mon Oct 17, 2011 9:56 pm    Post subject: Reply with quote

headus wrote:
Email me your license ID and I'll check it out.

Phil


what is your email? just "webmaster" on the main page?
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headus
Site Admin


Posts: 2899
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Oct 17, 2011 10:01 pm    Post subject: Reply with quote

Click the "email" button at the bottom of any of my postings here on the forum.

Phil
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Stonemason



Posts: 3
Joined: 25 Oct 2010

PostPosted: Sat Oct 22, 2011 12:53 pm    Post subject: Reply with quote

headus wrote:
You can renew your support subscription at any time, so there's nothing stopping you from waiting for more updates to come if you want to get more bang for your buck.

Phil


My own support subscription expires on the first. You're saying that regardless of the expiry date, I can renew support at any time for the renewal fee?

What about the option to upgrade to Pro, is that offer still renewable at anytime, at the price quoted on my Details page? Even after the support has expired?
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Sun Oct 23, 2011 4:53 pm    Post subject: Reply with quote

"You're saying that regardless of the expiry date, I can renew support at any time for the renewal fee?"

Correct, you can renew your support subscription at any point, there's no penalty for doing it after its already expired, and the year of support is from the date of payment, not from when it had expired.

"... option to upgrade to Pro ... at the price quoted on my Details page? Even after the support has expired?"

Correct also. In fact if your support has expired, and you're thinking of upgrading, don't bother renewing. When you upgrade you get a year of support anyway with the upgrade.

Phil
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Sun Feb 26, 2012 9:58 pm    Post subject: UVLayout v2.07.02 now available Reply with quote

Hello All,

UVLayout v2.07.02 is now available for all users from ...

http://www.uvlayout.com/update

New tools added in this version:

- Fit To Sqr : Rescale shells or boxes so that they fill the
UV square. See the UVLayout-Packing-4 video at uvlayout.com
for details.

- Pack Corner Hints : Use the diagonal keypad keys (i.e 1, 3,
7 and 9) to direct shells to pack into a particular corner of
their box or tile.

- Pack '#' Hotkey : Use this to lock shells to their current
tile during packing, or tick the "Lock All To Tile" option to
lock all shells. See the UVLayout-Packing-4 video at uvlayout.com
for details.

Changes to existing tools:

- S Hotkey : Now locates the mirror shell symmetrically across
the center line of the containing box or tile.

- Boxes : Select boxes by clicking on one of their corner handles,
and they can then be rotated, moved or scaled with the usual Space
LMB/MMB/RMB combinations. Selected boxes can also be transformed
from the Move/Scale/Rotate panel buttons.

- R Hotkey : Just 'R' by itself now squares up the shell boundary,
but leaves the internal UVs free to adjust their positions during
further optimizing. Use 'Shift-R' to square the internal UVs
as well.

- Copy UVs : Can now locate matching edges between flattened
shells in the UV view.

- Repaint : After repainting, shell boundaries are bled out by
a selected number of pixels. This helps make the UV seams less
visible when the repainted map is used as a texture.

- Flattening : Can now adjust the strength of the flattening
optimization. Normally you want to leave this at 1 for maximum
strength/speed, but some people like to slow things down to have
the opportunity to stop the optimization early.

Bugs fixed:

- Render : Shells that cross tile boundaries are now rendered
correctly across all tiles.

- Update : Fixed a fatal error that happened when one or more
polys in the mesh had a large number of vertexes.

- Shift-F : The shell would stay round if the Shift key wasn't
released quickly enough.

- JPEG Images : UVLayout wasn't recognizing EXIF tagged files as
valid trace or texture sources.

- Overlap : Selecting Prev or Next after no overlaps were found
would cause a fatal error.

- Copy UVs : Doing an Undo after the Copy didn't restore the cut
edges properly.

Phil
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Rich-Art



Posts: 120
Joined: 29 Dec 2005

PostPosted: Sun Feb 26, 2012 10:20 pm    Post subject: Reply with quote

Thank Phil,,, Very Happy

Peace,
Rich_Art. Wink
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cgbeige



Posts: 52
Joined: 20 May 2009

PostPosted: Mon Mar 05, 2012 6:58 pm    Post subject: Reply with quote

Looks great but I don't understand how to use the boxes
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headus
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Posts: 2899
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Mar 05, 2012 7:35 pm    Post subject: Reply with quote

"I don't understand how to use the boxes"

You mean the UV tiles? Typically people lay their UVs out over multiple tiles to increase the resolution of the mapped textures. Its more efficient for a rendering program to load a number of smaller resolution maps (e.g. 2k by 2k) as they're needed, than it is to load one huge single map.

The most basic example would be a cube ... if you have each face in a separate tile, the rendering program only ever needs to load a maximum 3 of those maps at once, and sometimes just 2 or even 1 of the maps, depending on the view.

Phil
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cgbeige



Posts: 52
Joined: 20 May 2009

PostPosted: Tue Mar 06, 2012 6:48 am    Post subject: Reply with quote

no, I mean this:

Quote:
Boxes : Select boxes by clicking on one of their corner handles,
and they can then be rotated, moved or scaled with the usual Space
LMB/MMB/RMB combinations. Selected boxes can also be transformed
from the Move/Scale/Rotate panel buttons.
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headus
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Posts: 2899
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue Mar 06, 2012 6:23 pm    Post subject: Reply with quote

Oh, OK, watch the Packing videos at www.uvlayout.com/videos-advanced for info on how to use the packing boxes.

Phil
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headus
Site Admin


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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue Mar 13, 2012 8:06 pm    Post subject: UVLayout v2.07.03 C key drag mode Reply with quote

Hello All,

A user requested the ability to drag out cut edges with the mouse, as an alternative to the 10 edge fixed amount, so that's now available as Windows and OS X builds of the Pro version on the uvlayout.com Support Extras page. You can read the discussion here at http://www.headus.com/phpbb/viewtopic.php?t=1028

So to use it, click on the new "D" button after the 0/1/10 buttons under the Edit panel. You can then press the "C" key to tag an edge and drag the mouse pointer out to extend the selection along the edge loop. Release the "C" key to end the selection.

When the selection hits a fork (e.g. a "Y" junction), UVLayout looks at the mouse pointer location to decide which way to go. These "decision" edges are marked blue, while you're drawing out the edges, so you can see where the re-direction has been made.

Phil
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Rich-Art



Posts: 120
Joined: 29 Dec 2005

PostPosted: Wed Mar 14, 2012 12:23 am    Post subject: Reply with quote

Great Phil.... Will download asap.
I completely missed that thread...


Peace,
Rich_Art. Wink
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