![]() ![]() Requires Generate UDIMs to be toggled on.Ĭhange how much individual UV islands can be scaled in order to allow more islands to fit in a given space. Set the maximum number of UDIMs or tiles across which UVs can be spread. Toggle whether generated UVs can make use of UDIMs, which allows UVs to spread across multiple tiles. Toggle whether UVs are automatically generated as part of the export process. A low adaptive factor will attempt to maintain a consistent polygon density across the exported mesh. A high adaptive factor means the exporter will increase polygon density in areas with lots of detail. This value acts as an estimate for the export polygon count.Ĭhange how the exporter distributes polygons. Set the number of polygons for automatic retopology to aim for. UV-mapped triangles: Automatically retopologize to a target triangle count and automatically generate UV maps. ![]() Quads: Automatically retopologize to a target quad count.Triangles: Automatically retopologize to a target triangle count.Raw triangles: Export the mesh exactly as it appears in Modeler.This should be set depending on which piece of software is next in your pipeline.Ĭhoose whether to export the entire scene or only selected objects. This can be helpful if your scene appears too large or small when imported to other software. Set the physical size of the exported object. USDA/USDZ/USDC - Variations of the USD format that change how data is stored within the file.This makes USD a useful format to use across a pipeline. USD - Stores most data types, including meshes, lights, cameras, materials, and more.OBJ - Stores simple geometry data and is very widely supported.Additionally, can reference external files. GLTF/GLB - An open standard that can store 3D data like meshes, lights, cameras, and materials.FBX - can store various types of commonly used 3D objects like meshes, lights, and cameras.
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