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Flatiron plug-in for 3D Studio MAX
Flatiron plug-in for 3D Studio MAX is a texture baking plug-in for 3D Studio MAX which which is capable of baking full
scenes or selections of objects into a single UV Map.
It produces high quality UV map using the proven Unwrella Technology, which unfolds your models with exact pixel to model
surface aspect ratio automatically. Flatiron speeds up your scene baking workflow and improves the texturing quality immensely.
It is a fast, simple and yet configurable automatic unwrapping and baking solution that greatly speeds up the process of
baking complex scenes.
FlatIron 1.50 adds many improvements and new features. You can now bake whole scenes with countless objects in a single pass
at once, speeding up your workflow tremendously.
Software Information |
System Requirements |
Version: |
1.6.1 |
- Windows 8/7/XP/Vista
- Microsoft .NET 2.0 installed
- DirectX 9.0c
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License: | Free to try |
Screenshot: | View Screenshot
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File Size: |
4.8 MB |
Rating : | |
Key Features of Flatiron plug-in for 3D Studio MAX:
- Single Pass Rendering for whole scenes or object selections
- Support for unwrapping and baking into multiple texture maps
- Hard surface unwrapping based on mesh angles
- Automatic uwrapping, baking and packing of group of objects onto a single UV surface
- Optimal packing of UV chunks with maximal use of available space depending on the surface complexity
- Previewing using ‘Add Shell Material’, or in-place ‘Overwrite material’ modes
- Excellent for Realtime Engine use
- Network rendering support (through backburner)
- Maxscript Interface SDK – allows programmers to control Flatiron through maxscript
Advantages of using Flatiron:
- Unwrap and bake multiple objects into a single texture map without having to manually
arrange UV charts or compose rendered maps in image editing software.
- Automatically unwrap objects in a way that utilizes a large amount of the available texture
map space.
- Minimize texture surface stretching. This keeps pixels on the object surface in a square
shape and avoids visual quality reducing distortions.
- Keep a uniform pixel density on mesh surfaces – even across multiple objects. This avoids
the effect of some areas on the mesh having a very sharp and detailed texture while others appear blurred.
- The uniform size and shape of pixels makes sure that objects have no distracting visible
seams in areas where different UV charts meet.
- Create maps that contain textures for multiple objects at once, keeping actually required
texture memory low.
- Unwrap all the objects in a scene and bake them in a single render pass, leading to finished
high quality texture maps in record time.
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