The Relax Tool dialog offers an advanced toolset for modifying the spacing of selected texture coordinates parametrically, for the purpose of eliminating or minimizing distortion in texture maps.
The dialog provides four different methods for relaxing vertices, plus several numeric parameters and checkboxes. You can use Relax to separate texture vertices based on geometric mesh data, and help create distance so that the texture vertices are not too close together. This can help to resolve overlapping areas.
The dialog is non-modal, which means that you can work directly in the editor while keeping the dialog open. You can make a selection of texture vertices, apply relaxation, make a different selection, apply relaxation, and so on, without having to close the Relax Tool dialog.
To relax texture coordinates:
If you are unhappy with the results, undo (Ctrl+Z) and open the Relax Tool dialog in the Edit UVs window, under Tools > Relax Tools by following either UI path at the start of this topic.
This opens the Relax Tool dialog.
The appropriate relax method and other settings depend on a variety of conditions, including the complexity and topology of the mesh, so experimentation is usually required. Relaxing is undoable, so if one method doesn't work, undo and try another.
To use Relax to fix overlapping faces:
This procedure provides general guidelines for resolving overlapping texture faces. It might not work in every case, but it should give you a starting point for correcting most situations.
Only the overlapping faces are selected.
This gives the overlapping faces a larger area in which to spread out.
The method used to relax the texture vertices. Choose from the drop-down list:
The number of times the Relax settings are applied when you click Apply. Each iteration is applied successively, to the results of the previous iteration. Range=0 to 100000. Default=100 (except for Unfold3D Optimize which is 1 iteration).
The strength of the relaxation applied per iteration. Range=0.0 to 1.0. Default=0.1.
The amount of stretching that can occur. Stretching is useful mainly to resolve overlapping texture vertices, at the cost of reintroducing distortion into the texture mesh. Range=0.0 to 1.0. Default=0.0.
Controls whether vertices at the outer edges of the texture coordinates are moved. Default=off.
When off, the outer edge of the texture mesh can float, allowing a wider range of the available texture-mapping space to be used. Typically you would keep this off when relaxing an entire element or cluster, so 3ds Max can minimize distortion by moving the edges.
When relaxing an interior subset of vertices, it is recommended you turn this on to prevent the selected vertices from overlapping unselected vertices. For Relax By Edge and Face Angles, turn this off until you get a good solution for the outer boundaries of the mesh and then turn it on to resolve the interior sections.
The number of times the Relax settings are applied when you click Apply. Each iteration is applied successively, to the results of the previous iteration. Range=0 to 100000. Default=100 (except for Unfold3D Optimize which is 1 iteration).
Controls the strength of the surface and angular optimization, minimizing stretching and angular errors in your UV map. The default value is 1.0.
The size of your bitmap in pixels. The default is 1024.
Specifies the distance between parts of the selected UV islands in pixels. When Room space is greater than 0, it prevents textures from bleeding past the UV borders. Avoid increasing this value past its default (1 pixel), because it can slow down the optimization calculations and create distortion.
Begins the relaxation process using the current settings. As relaxation takes place, a textual progress indicator appears at the bottom of the dialog, showing the current iteration (Process frame) and the total number of iterations being processed.
To abort the relaxation process, press Esc. You can then use Undo (Ctrl+Z) to return to the prior state, if necessary.