Export UV Masks by Jens Kafitz,Jorel Latraille |
- Where to find it:
- Main Window / Objects
- Main Window / Extension Pack / Objects
- Object Palette / Right Click
- Shortcut: (unassigned, use "Edit / Shortcuts" to assign)
Export UV Masks allows you to export a Mask for your UV Shells.
These Masks can for example be used in Photoshop to remove the automatic
texture bleed that MARI applies on export.
Mari currently has the option to extract a UV Mask to the Image Manager for selected Patches
(via "Main Window / Patches / UV Mask to Image Manager").
The new "Export UV Masks" allows you to speed up this process by directly
exporting to a folder with correct naming - across multiple objects if needed.
Export UV Masks has two different UIs depending on where you launch it from.
If launched via the Object Menu you can choose what Geometry to export the UV Masks from or
batch export UV Masks from multiple Geometries:
If launched via a right click on an object in the Object Palette only the masks for the current
object are exported:
Filtering options at the top of the dialog allow you to search through the list of Objects.
- Deactivate the filter by clicking on the Magnifying Glass
- Search for multiple words by separating them with a comma (,)
- Search in Case Sensitive or Case Insensitive Mode
- Search for matching or non matching words
This determines the path where to store the UV Masks. By default it will be set to the path
specified for Exporting Textures in your Project Paths.
The Path Field supports creation of non-existing subfolders.
If you enter a subfolder that does not exist the tool will create it for you (after a user confirmation).
The Path Field supports 3 Variables that you can put into Folder Names
- $ENTITY
When you name one of the subfolders $ENTITY subfolders matching your Geometry
Name will be automatically created. For example:
c:\Export\$ENTITY\UVMasks
will create create a folder with the name of your object under c:\Export, then create a
subfolder 'UVMasks' within that Folder.
- $UDIM
When you name one of the subfolders $UDIM a subfolder for each UDIM/Patch will be created
- $VERSION
When you name one of the subfolder $VERSION a subfolder with the name of the current object
version is created. You can rename an Object Version in the Object Palettes by right-mouse-clicking
on an object and choosing 'Rename Version'
Reset Path will reset your path field to the default setting for Texture Exports that was set when first opening your project.
PATH HISTORY Extension Pack keeps a path history to determine Reset Path to Default behavior When using Reset Path it will restore the path to the one set on project load after any custom per-project paths from Set Project Paths had already been restored |
Set Path as Project Default will set the currently entered path as the new default path for Texture Exports.
This setting is remembered across Sessions and the new default path will be set each time you open the current project.
You can reset the path back to the previous path by using Reset Path at any time.
This determines the fileformat and naming convention of the exported UV Mask Files.
By default the following template is set:
$ENTITY\$ENTITY_UVMask_$UDIM.tif
The Template Field supports creation of non-existing subfolders.
If you enter a subfolder that does not exist the tool will create it for you (after a user confirmation).
The Template Field supports 3 Variables that you can put into Folder or Filenames
- $ENTITY
When you use $ENTITY on export it will be replaced with the Name of the object
- $UDIM
$UDIM will be replaced with the UDIM Number of the current patch.
- $VERSION
$VERSION will be replaced with the Object Version Name.
You can rename an Object Version in the Object by right-mouse-clicking on an object
and choosing 'Rename Version'
The Template Field will remember your last Naming Convention you specified across sessions.
Reset Template to Default will reset your template field to $ENTITY\$ENTITY_UVMask_$UDIM.tif
When checked the UV Masks will always be created from the unsubvidided geometry, regardless of what subdivision
the object currently is set to
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