SteamRoller

14 votes
Version: 
v1.72
Date Updated: 
10/05/2018

Steamroller unwraps every objects in a selection using Max's built-in flatten function based on the specified parameters. Steamroller is mainly intended as a quick and dirty method of quickly unwrapping lightmap UVs on large sets of objects, similar to the automatic unwrap in Render to Texture.

To install, run the macroscript (.mcr) or drag the file into the viewport, then go to Customize > Customize User Interface. On the toolbars tab, select "# SmallpolyScripts" from the category and drag Steamroller onto a toolbar to create a button. 

Rollout Screenshot

Upcoming features:
- Ability to repack UVs using the Non-Convex packing method
- UV channel swapping
- Updating real world scale after editing geometry

Additional Info: 

/*
Author: Michael Vladimir Nicolayeff (SmallPoly)
Email: SmallPolyArtist @ gmail.com
Social Media: http://tiny.cc/SmallPoly_SocialMedia

Change Log:
v1.72 - 2018.10.05
- Reflatten overlaps is now off by default.
v1.71 - 2018.09.18
- Added installation instructions back onto Scriptspot page.
- Added an installation instruction popup to the script that runs when the .MCR is first ran/dragged onto the viewport.
v1.7 - 2018.06.18
- Reflatten Overlaps option is now implemented. When active, this option detects overlapped faces, unwraps with an angle of 0.001, and repacks using the parameters supplied for the unwrap.
- Minor text fixes
v1.6 - 2018.06.15
- Settings are now saved when closing and loaded when opening for the duration of the Max session.
- Beta UV Tools now pops up to the right of SteamRoller instead of directly on top.
- Fixed a bug that was preventing unwrap when the face selection was being carried over
- Switched UV tools to a check button to allow obvious toggling
- UV tools now closes with steamroller
- UV tools now moves with steamroller (currently, as a fixed position)
- Added UV channel suffixes to allow unwrapping to multiple channels.
v1.5 - 2018.05.11
- Chaning spacing default to 0.001 to match Max defaults
- Adding Normalize clusters, rotate clusters, and fill holes. Thanks to Teriander for the suggestion.
- Added tools to quickly view the first several UV channels, among other things
v1.3 - 2018.02.19
- Hunting down a bug that is causing unwraps to fail when "by selection" is disabled.
v1.3 - 2018.02.07
- Bugfix for a case where some of the geometry wouldn't be unwrapped.
v1.2 - 2018.02.06
- Fixed the instance problem by using a custom unwrapper name and checking for it.
- The applied modifier is now called "SteamRoller_UVW"
- The modifier has also opened up an easy way to clear the unwrappers and check for them before flattening.
v1.1 - 2018.02.02 - Working on instance fix. Making script category consistent. May be doing some fixes soon.
v1.0 - 2014.06.27 - Initial Version

Unsolved Issues:
- Render UVWs has some really weird quirks. Something also keeps it from closing.
*/

Version Requirement: 
3ds Max 2017+
AttachmentSize
sp_steamroller_v1.7.jpg175.34 KB
sp_steamroller_v1.72.mcr18.85 KB

Comments

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Smallpoly's picture

What's probably going on is

What's probably going on is that right now I'm not currently checking for instances or existing unwrap modifiers using the specified unwrap channel. I don't have a timeline, but I'll try to add a check for it when I get the chance.

awtivy's picture

Multiple Unwrap UVW Modifiers

I've noticed with some geometry the script creates multiple unwrap UVW modifiers. Do you know why this is?

Smallpoly's picture

Hi Avenger, glad you like

Hi Avenger, glad you like it.

It wouldn't be too crazy to do this, but this script is intended more as baking prep than for managing UV channels. If I made something like what you are requesting it would probably be as a separate script.

alvirajohn00's picture

Thanks for the new version

Thanks for the new version details and instructions.
http://ukessayreviews.com/

jgk1981's picture

i think that what 3DBommerang

i think that what 3DBommerang means is to keep all the existing uv without changing the position of the unwrapping. Flatiron from my experience is re- unwrap the model and bake the texture. Basically that means, for example, if you have the same object 10 times in the scene it will unwrap it 10 times in the final big texture with everything else in the scene. That for me is a big mistake, cause that way it gives u less pixel quality on the overall result, (plus u cannot change something on the texture end result if u want. The best is to keep the unwraps as it is and distribute in one place without cloning the more than one same uv.

avengerxp's picture

Awesome scripts.

This fits perfectly to my needs! Thank you. As I need to get my models ready for a game engine I need to unwrap. Is there a way to unwrap to channel 1 and copy the same unwrap to channel 2 at 1 go?

Would be fantastic if you could do something like that..

Anyway this takes away a lot of clickings n time. Cheers!

Smallpoly's picture

How to install

Installing works the same way as any other macroscript. You run it, then add it to your interface using "Customize User Interface" to make run with a button or hotkey or whatever. It can be found in the "# Scripts" category in the "Main UI" group.

Smallpoly's picture

"One big texture"

3DBoomerang - You should check out a plugin called Flatiron then. It's not exactly cheap, but that's exactly what it's designed to do.

I was using it for a while before writing this. I didn't really have a use for everything being in one texture, and I didn't really find it significantly more efficient at using space effectively. I also ran into a few annoying bugs when using it on hard surface models.

http://www.texturebaking.com/

3DBoomerang's picture

Dude i would pay for a script

Dude i would pay for a script like this if it could assemble all the unwrapped uvw's into 1 big texture

maxdaiber's picture

I googled it, thanks for the

I googled it, thanks for the script

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