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1.415.462.1982

vSpring 2020 RizomUV Real Spaces

RizomUV Real Spaces
  
RizomUV Real Spaces

Industrial Strength UVs

RizomUV’s RS is a full-featured UV Mapping application, with features surpassing most offerings currently on the market.  Whereas its sibling,  RizomUV VS ((Virtual Spaces), is for CG space,  RizomUV RS (Real Spaces) is our UV Mapping application for manufactured products needing real-world coordinates, from CAD to packaging to or laser surface texturing.  In addition, RizomUV RS handles its UV Maps in Unnormalized UV space. This means that the flattened version of your model will always respect its unflattened absolute dimensions all across your model.

Please note:

A Floating license of both Virtual Spaces and Real Spaces are not allowed on the same server.

Speedy Workflow

It doesn’t matter if you have a complex mesh, or a mesh full of non-quads. RizomUV doesn’t care about this. It can flatten + 100K poly models with real-world measurements into perfectly flat, non-overlapping maps almost instantly, freeing time for you to work on your model or final product render instead.

Absolute Stretch Display

Stretch matters – especially in CAD. That’s why we’ve taken pains to make sure our stretch color maps display the ratio between flattened and unflattened areas, so you’ll get running, visual feedback of the actual stretch amount(s) present while working with your UVs – and, of course, the tools to get rid of it.

High Precision

RizomUV also offers coordinate precision on your map by providing you with the tools for perfect grid alignment or specific row and column coordinates, in addition to anything from local to world, to userspace transforms, giving you down-to-the-pixel control over your map and its shells.

rizom rs engine

BigTIFF UV Export

RizomUV also offers coordinate precision on your map by providing you with the tools for perfect grid alignment or specific row and column coordinates, in addition to anything from local to the world, to userspace transforms, giving you down-to-the-pixel control over your map and its shells

Autoseams

Don’t like cutting seams? Neither do we! That’s why we have several specific algorithms and settings to create the seams for you, so you can cut up anything from terrain to a mech in seconds, based on the parameters you define. You can even choose only to display proposed cuts, make the cuts, or cut, wrap and pack in one go.

Supersharp optimization

If you’re looking for a stretch or pinch management, there are Optimisers, and then there’s our Optimiser. Ours is so good; it’s used in the CAD industry to design objects that need micrometer precision. Need we say more?


Spring 2020 Release

June 17, 2020 – See the Updates Tab for the full changelog.

What’s new in the RizomUV spring 2020 release?

We’re fortunate to have a community that keeps working with us to improve RizomUV. As well as algorithm improvements, here are the new features implemented since the Winter release from November 2019:

Texel Density Workflow Overhaul

RizomUV 2020 Texel Density workflow overhaul

We have made using Texel Density (TD) in RizomUV significantly easier by tweaking the UI and how it works. You can find the functionality, complete with shiny new icons, in the Layout and Packaging panels as always, but the workflow is now a little different: Texel Density is now one, linked setting, as opposed to separate in earlier versions. So Texel Density in the Packing Panel is now linked to the Layout Texel Density by default. However, should you need to set TD settings in the Packing panel, you can unlink them from the Layout Panel by pressing the Custom button and then defining your TD.

Texel Density in the Layout Panel

RizomUV 2020 update: Texel Density in the Layout Panel

  • In the layout panel, we now have a Texel Density picker as well as letting you add your values manually in the spinner.
  • Using the pickers in both panels will let you pick TD from selected islands, If nothing is picked, it will select and calculate the average density for all islands
  • Pressing the new Apply Texel Density icon (Shift+Q) will apply your defined or selected TD onto selected Islands
  • Pressing the Apply Density Uniformly will apply a calculated average density across all (selected) islands

Texel Density in the PackingPanel

RizomUV 2020 release Texel Density in the PackingPanel

We have kept Keep and Average as they were, but we made the following changes to the workflow:

  • Pressing Texel Density now matches the specified TD in the Layout Panel. It’s important to note that you need to turn off Autofit when using this option, as Autofit will override this setting and scale the islands to make the islands fit the UV tile(s) according to the Autofit and not the TD algorithm
  • Pressing Custom, lets you pick or define a Custom Texel Density for Packing rather than using the Texel Density specified in the Layout Panel.
  • Using Follow sets Packing to follow the average TD of non-selected and non-locked islands. As with the other settings, you need to turn off Autofit, so it won’t override scaling when packing.

Select Element

Select Element works just like it does in, i.e. 3DS Max: you select the Element, and then you can, i.e. press I to isolate and unwrap it. The Element selection remains regardless of UVs, so you can always select it for further refinement or packaging.  In the video below, we enter Island mode (F4) but you can use Polygon Mode (F3) as well.  We then Selected an island of an Element. Then we pressed the Middle Mouse Button (MMB) but you can also use the icon in the top right of the align panel

Select Flipped

Select Flipped does precisely what it says, it selects all flipped islands or polygons in a model or isolated group if you pressed I to separate something out. Rizom interprets Flipped components as downfacing in UV space. To select them, you press the icon, and hey, presto!

RizomUV Spring 2020 Release Select Flipped

Once the islands or polys are selected, you can use any of the flip options in the flip menu, or you can press U to unwrap them if they are existing islands, that will also flip them the right way in many cases

Distribute Space

RizomUV 2020 Release Distribute Space

After doing the spider OCD UVs by hand using the Align tools in RizomUV 2019 we decided to implement something similar to Photoshop’s Align/Distribute function as well. Here is how it works: In the Align/straighten/flip etc. menu in the lower right, you’ll find the new settings. You can distribute horizontally and vertically, and select an average, pixel, or real space for distribution

  • You can distribute per average space available, which disables the spinner.
  • Selecting Pixel space and defining the value in the spinner distributes your selection(s) according to that value. So if you set the spinner to 5 pixels, there will be 5 pixels between the selections
  • Selecting Real Space and setting the value in the spinner distributes your selections according to that value. So if you set the spinner to 5 Real Space Units, there will be 5 real UV units between the selections

You can use this function on islands (F4), polys (F3), and edges (F2) .Vertices(F1).

The Group switch specifies if the primitives must be moved as solid groups or independently.

Autosave and debug logs

Located in Edit_>Preferences, RizomUV now has Autosave and Debug options. Autosave is off by default, but when you set it to on, it will save in a location of your choice (the default being RizomUV’s autosave folder in C:\Users\YOURUSERNAME\AppData\Roaming\RizomUV at intervals of your choice, and you can define up to five (5)autosaves. You can, of course, change the location of your autosave

Found in the same location, the Debug log for RizomUV comes in two flavors: The Command log outputs how RizomUV initializes and the commands used in the current RizomUV session you are running. The OpenGL log outputs what OpenGL is doing during your session.
Both will hopefully make troubleshooting even easier, and we urge people to add the command logs when reporting a problem at support.rizom-lab.com.

RizomUV 2020 Release. Autosave and debug logs

Edge Alignment Enhancements

RizomUV now has an option to keep constrained edges aligned when unwrapping or optimising. It can now also create a hinge from a vertex, meaning the alignment will “bend” based on the position of the vertex.  Please note you have to be in Vertex mode for this (F1). It’s kind of like how you insert an extra point in a Marvelous Designer pattern and bend it straight from there.

In addition, based on a user request, we have implemented an Edge Selection Stop featurette, where Edge Selection stops selecting edges when it meets an already selected edge.

FBX Enhancements

We’ve also given FBX loading some enhancements:

  • Located in Preferences, you can now choose how RizomUV handles FBX imports and their channels:
  • You can now enable partial FBX UV sets as well as delete unused UV sets
  • In addition, the UV Map names are now displayed even if the FBX file is loaded in its default channel index mode. We added this, as all modelers handle what’s in the FBX channels differently, and we hope this makes it easier to work with them in RizomUV

RizomUV 2020 Release FBX Improvements

Windows

MINIMUM
OS: Windows 7 / 8 / 10 – (64 bit)
Memory: 4 GB RAM
Graphics: VRAM 2GB
DirectX: Version 11
Monitor: 1920×1080

RECOMMENDED
OS: Windows 8 / 10 – (64 bit)
Memory: 16 GB RAM
Graphics: VRAM 4GB
DirectX: Version 11
Monitor: 1920×1080

macOS

MINIMUM
OS: macOS Sierra 10.12.5 to 10.15.5
Memory: 4 GB RAM
Graphics: VRAM 2GB
Monitor: 1920×1080

RECOMMENDED
OS: macOS Sierra 10.12.5 to 10.15.5
Memory: 16 GB RAM
Graphics: VRAM 4GB
Monitor: 1920×1080

Linux

Installation
Before running the launcher, don’t forget to run a chmod +x on it. On the contrary, you would not be able to execute it. But as a Linux user, we are sure you already know this.

Distribution compatibility
It is almost impossible to give the exhaustive list of the compatible Linux distributions. However, we worked hard to create a launcher and code compatible with a wide range of modern Linux distribution. We currently package our software on Ubuntu 14.0, newer versions are compatible. CentOS 7.6 is also compatible.

MINIMUM
Memory: 4 GB RAM
Graphics: VRAM 2GB
Monitor: 1920×1080

RECOMMENDED
Memory: 16 GB RAM
Graphics: VRAM 4GB
Monitor: 1920×1080

Spring 2020 Release

June 17, 2020

What’s new in the RizomUV spring 2020 release?

We’re fortunate to have a community that keeps working with us to improve RizomUV. As well as algorithm improvements, here are the new features implemented since the Winter release from November 2019:

Texel Density Workflow Overhaul

RizomUV 2020 Texel Density workflow overhaul

We have made using Texel Density (TD) in RizomUV significantly easier by tweaking the UI and how it works. You can find the functionality, complete with shiny new icons, in the Layout and Packaging panels as always, but the workflow is now a little different: Texel Density is now one, linked setting, as opposed to separate in earlier versions. So Texel Density in the Packing Panel is now linked to the Layout Texel Density by default. However, should you need to set TD settings in the Packing panel, you can unlink them from the Layout Panel by pressing the Custom button and then defining your TD.

Texel Density in the Layout Panel

RizomUV 2020 update: Texel Density in the Layout Panel

  • In the layout panel, we now have a Texel Density picker as well as letting you add your values manually in the spinner.
  • Using the pickers in both panels will let you pick TD from selected islands, If nothing is picked, it will select and calculate the average density for all islands
  • Pressing the new Apply Texel Density icon (Shift+Q) will apply your defined or selected TD onto selected Islands
  • Pressing the Apply Density Uniformly will apply a calculated average density across all (selected) islands

Texel Density in the PackingPanel

RizomUV 2020 release Texel Density in the PackingPanel

We have kept Keep and Average as they were, but we made the following changes to the workflow:

  • Pressing Texel Density now matches the specified TD in the Layout Panel. It’s important to note that you need to turn off Autofit when using this option, as Autofit will override this setting and scale the islands to make the islands fit the UV tile(s) according to the Autofit and not the TD algorithm
  • Pressing Custom, lets you pick or define a Custom Texel Density for Packing rather than using the Texel Density specified in the Layout Panel.
  • Using Follow sets Packing to follow the average TD of non-selected and non-locked islands. As with the other settings, you need to turn off Autofit, so it won’t override scaling when packing.

Select Element

Select Element works just like it does in, i.e. 3DS Max: you select the Element, and then you can, i.e. press I to isolate and unwrap it. The Element selection remains regardless of UVs, so you can always select it for further refinement or packaging.  In the video below, we enter Island mode (F4) but you can use Polygon Mode (F3) as well.  We then Selected an island of an Element. Then we pressed the Middle Mouse Button (MMB) but you can also use the icon in the top right of the align panel

Select Flipped

Select Flipped does precisely what it says, it selects all flipped islands or polygons in a model or isolated group if you pressed I to separate something out. Rizom interprets Flipped components as downfacing in UV space. To select them, you press the icon, and hey, presto!

RizomUV Spring 2020 Release Select Flipped

Once the islands or polys are selected, you can use any of the flip options in the flip menu, or you can press U to unwrap them if they are existing islands, that will also flip them the right way in many cases

Distribute Space

RizomUV 2020 Release Distribute Space

After doing the spider OCD UVs by hand using the Align tools in RizomUV 2019 we decided to implement something similar to Photoshop’s Align/Distribute function as well. Here is how it works: In the Align/straighten/flip etc. menu in the lower right, you’ll find the new settings. You can distribute horizontally and vertically, and select an average, pixel, or real space for distribution

  • You can distribute per average space available, which disables the spinner.
  • Selecting Pixel space and defining the value in the spinner distributes your selection(s) according to that value. So if you set the spinner to 5 pixels, there will be 5 pixels between the selections
  • Selecting Real Space and setting the value in the spinner distributes your selections according to that value. So if you set the spinner to 5 Real Space Units, there will be 5 real UV units between the selections

You can use this function on islands (F4), polys (F3), and edges (F2) .Vertices(F1).

The Group switch specifies if the primitives must be moved as solid groups or independently.

Autosave and debug logs

Located in Edit_>Preferences, RizomUV now has Autosave and Debug options. Autosave is off by default, but when you set it to on, it will save in a location of your choice (the default being RizomUV’s autosave folder in C:\Users\YOURUSERNAME\AppData\Roaming\RizomUV at intervals of your choice, and you can define up to five (5)autosaves. You can, of course, change the location of your autosave

Found in the same location, the Debug log for RizomUV comes in two flavors: The Command log outputs how RizomUV initializes and the commands used in the current RizomUV session you are running. The OpenGL log outputs what OpenGL is doing during your session.
Both will hopefully make troubleshooting even easier, and we urge people to add the command logs when reporting a problem at support.rizom-lab.com.

RizomUV 2020 Release. Autosave and debug logs

Edge Alignment Enhancements

RizomUV now has an option to keep constrained edges aligned when unwrapping or optimising. It can now also create a hinge from a vertex, meaning the alignment will “bend” based on the position of the vertex.  Please note you have to be in Vertex mode for this (F1). It’s kind of like how you insert an extra point in a Marvelous Designer pattern and bend it straight from there.

In addition, based on a user request, we have implemented an Edge Selection Stop featurette, where Edge Selection stops selecting edges when it meets an already selected edge.

FBX Enhancements

We’ve also given FBX loading some enhancements:

  • Located in Preferences, you can now choose how RizomUV handles FBX imports and their channels:
  • You can now enable partial FBX UV sets as well as delete unused UV sets
  • In addition, the UV Map names are now displayed even if the FBX file is loaded in its default channel index mode. We added this, as all modelers handle what’s in the FBX channels differently, and we hope this makes it easier to work with them in RizomUV

RizomUV 2020 Release FBX Improvements

Changelog

In addition to the items above, the following new items and bugfixes have been implemented. If you find a bug, or have a feature request, please report them in our support desk at support.rizom-lab.com

New improvements or items:

  • New: You can now use the AutoSeam panel in Island Mode. – it will cut and pack for you based on the algorithm you choose
  • New: Improved denoising, especially for photogrammetry meshes
  • New: AutoSeams panel is now present in island selection mode, and will pack, but not cut geometry
  • New: Ray casting selection can now be disabled in the Select menu to help with back-facing selections
  • New: Global optimisations
  • New: In autoseams, there is now an algorithm that analyses the quads in splines and extruded shapes.
  • New: Tiles and island groups are now deselected like other primitives
  • New: Depending on whether you select Pixels or Real Units in Layout, the following values in the UI will be displayed in the measurement you chose.
  • New: Spacing and margin are now displayed in the tile and island group boxes
  • New: RizomUV now has an improved mesh repair algorithm for non-manifold edges (a.ka.any edge shared by more than two faces.)
  • New: Icon improvements for Fit
  • New: Improved Slider look and space usage
  • New: New Texel Density Icons
  • New: improved diagnostics for the Activation Dialog’s license status check
  • New: HUD
  • New: Rizom now gives a warning when Autofit and Redistribute can interfere with your packing settings.
  • New: improved license error check
  • New: The distribute features can now process vertexes independently (see the Group switch)

Fixed:

  • Fixed: RizomUV no longer crashes on loading an FBX with erroneous data
  • Fixed: ZomItemNames is no longer missing
  • Fixed: No more UV vertex mess when loading FBX files with incomplete UVs
  • Fixed: No more messy UV maps when loading FBX files with mixed UV map names
  • Fixed: Rizom got its speed back. A memory corruption at exit enabled the Windows FTH (Fault Tolerant Heap) mode. To reset the FTH enabled application list run the command: Rundll32.exe fthsvc.dll,FthSysprepSpecialize
  • Fixed: Spacing and margin spinner increments now behave better in pixel mode
  • Fixed: Fit and Squarify now processes islands outside the tile
  • Fixed: Applying density no longer eats the entire undo stack, and no longer takes ages to calculate when used with many tiles
  • Fixed: Scale tools no longer ignore islands outside of the UV tile(s)
  • Fixed: Optimise no longer ignores fixed, non-manifold edges on load
  • Fixed: Optimise no longer overlooks small islands
  • Fixed: Loaded file path is no longer non-updated (__updateGUIFilepath removed)
  • Fixed: Checkbox colours are no longer oversaturated.
  • Fixed: island selection colour is now visible when the mesh is too dense.
  • Fixed: Rizom no longer stutters when GUI changes
  • Fixed: Copy file name to clipboard copy directory only
  • Fixed: Island Rescale 1:1 no longer scales islands located outside the tile grid
  • Fixed: Auto Iteration mode actually run 1 single iteration
  • Fixed: Saving FBX no longer causes crashes in some instances with multiple UV sets
  • Fixed: Deleting groups via Lua scripts no longer generates errors on script execution
  • Fixed Live U mode doesn’t unfold the right islands
  • Fixed: Edge Loop Selection had a speed issue – the lag has now been resolved
  • Fixed: The “Error: The variable is not found: ‘DistributeSpace’” no longer occurs
  • Fixed: The Island Group panel is no longer too tall
  • Fixed: The License activation dialog no longer erroneously displays the Green Button, despite a floating license not being available
  • Fixed: “File->Copy File Path into clipboard” no longer creates a Unix path format under windows
  • Fixed: The “Error: Bad type (or not convertible) for variable: ‘?’ expected variable type is: bool. But present type is: double” no longer occurs
  • Fixed: model groups are now loaded in simple “Load” mode again
  • Fixed: Real-Time Optimize no longer creates Bad type Error
  • Fixed: RizomUV OBJ export properties are now compatible with xNormal and xNormal will now load RizomUV exports without issue
  • Fixed: Checkerboard is back to not disappearing on startup
  • Fixed: Rizom no longer crashes when the FBX contains bad UV data
  • Fixed: No layout update in the panel is now Fixed
  • Fixed: ScrollBar Gap present at startup is not longer there
  • Fixed: unwanted log
  • Dev Fix: CTaskParams.h not found

June 2019: Version 2019

New features

  • Percentage Tile usage display (island tile ownership is determined using the island’s bounding box center)
  • Stack Similar islands (and Island Group Stack Similars) now take the island selection as the working set. The first island selected is now the reference island and destination position. The old behavior remains if only one island is selected, in that case the working set is the visible island set.
  • New island hiding system: As both viewport can now display or not depending on their flatness state, all feature have been updated to be able to work on only a subset of the island set. Also, the island set will be determined using the mouse position, i.e: If the mouse pointer is inside the 3d viewport, and if the 3D viewport display not flats island only, then only the 3d islands will be processed by a feature. As a beta tester, you may find some exception in the above rule, and you’ll tell us if you found something that has been bad designed. Q: Should the UV viewport be set as “Display Flat only” by default?(edited)
  • BRIDGE DEVS: Added variable “Vars.File.DefaultSaveDescriptor”, so that bridge scripts can set a default file descriptor that will be set when a saving dialog will be open. Leave that string empty to let the descriptor be determined using the current file extension: To set the string to FBX ascii for instance, use this command: ZomSet({Path=”Vars.File.SaveDescriptor”, Value=”FBX ascii (*.fbx)”})
  • Flip Local
  • Both viewports can now display either Flat or Not Flat or Both Flat and NotFlat islands. All features are applied to what is displayed in the viewport in which your mouse pointer is placed in
  •   Conversion from polygon selection to edge selection (polygons must be selected, and the feature should be used in edge selection mode)
  • If all islands of a group are not displayed, the group is not displayed as well.
  • Island selection is still visible even other primitive selection modes than “Island”. For instance, if some islands are selected and in Edge selection mode, If you pack “P”, only the selected islands will be packed.
  • Scripting: Almost all tasks takes now the parameter “WorkingSet”, which can be set as a combination of the strings “Visible”, “Flat”, “NotFlat” , “Selected”. The parameters define the island set on which the task will be applied
  • New viewport switch:(edited)
  • New convert selection:
  • links to discord and support.rizom-lab.com –
  • Island Groups, UDims, Tile geometry, Island properties are now saved into FBX files
  • Script Launcher Panel. Register and run lua scripts from the UI. Hotkey can be customised using the Keyboard and mouse dialog (not new).
  • New strategy when exporting multi UV sets into FBX files. The old UVs are erased and new layer and new UV elements are created for all meshes unless “Use UV Set Name” is enabled (see preference window)
  • Grid texture can be customized (see preferences dialog)
  • Point snapping (snap vertexes, edges, polygons and islands selection to vertexes located on island’s border). The snapping distance can be viewport zoom based, grid based, or absolute distance based
  • Grid snapping distance can now be viewport zoom based, grid based (with possibility to subdivide more the current grid subdivision), or absolute distance based
  • In-panel statistics island, group and tile selection now displayed in color and condensed

Fixes

  • UV in 3D obj export doesn’t export groups, materials, and
  • Zoom and pan jumps! happened when after trying to orbit in the UV view even if the orbit is disabled(edited)
  • Stack Similar(s) features don’t take the right first selected island for some task sequences.(edited)
  • Similar features doesn’t process all similar islands even when the similarity threshold is set to zero.
  • Link with the last Intel MKL library (in order to solve a windows only issue)
  • Hotkeys trigger even when user enter file name into the file saving dialog
  • unfold flattens hidden islands in some context (edited)1
  • Polygon selection doesn’t select symmetric polygons when symmetry is enabled
  • Rotate island +90 -90 180 doesn’t work for individual islands
  • Stretch control (Autoseams) goes into infinite loops in rare cases – fix: internal errors doesn’t raise boxed messages
  • Potential error when Stretch limiter is enabled
  • If an OBJ file is imported then FBX file exported, the FBX file contains wrong normals – fix: the “Island” button in the tile lower left corner doesn’t select the islands contained into the tile
  • UI freeze on MacOSX
  • UI and LUA script doesn’t give the same results (impacts autoseams full auto and model groups to tiles features)
  • Panel title is sometimes rotated and it shouldn’t
  • Island selection color is not dimmed in other primitive selection modes than the island mode
  • Fit, Squarify, Island Scaling do not work anymore (introduced in previous beta release

10 September 2018: Version 2018.0.109

  • New: AutoSeams Stretch Control now use a brand new algorithm and give far more robust results: no more self-overlaps and better control on the allowed stretch. (Disable “High Quality” to get faster results)
  • New: AutoSeams Size Limiter. Cut too much big/long islands into smaller pieces as they can lower down the UV area usage A LOT.
  • Fix: OBJ group list double after a click on “Island to Tiles”

20 August 2018: Version 2018.0.102

  • New: Revolution Shapes detection for Mosaic (useful with hard surface meshes)
  • New: More viewport colors are customizable (see the preference dialog)
  • Fix: OBJ File export doesn’t export (bug introduced in 2018.0.100)
  • Fix: Viewport hotkeys are not saved

17 August 2018: Version 2018.0.100

  • New: UI colors and viewport colors are now customizable (see the preference dialog)
  • New: Scripting, island selection and visibility flags are now exposed (Read only)
  • Fix: Activation dialog now has a scrollbar when display are small

17 July 2018: Version 2018.0.94

  • New: Auto Transform Islands before welding (also known as stitching)
  • New: Can load model that have UV vertex count inferior to the 3D vertex count
  • Fix: Crash when using “Align island to edge”

27 June 2018: Version 2018.0.84

  • New: Topology-based symmetry detection (select one edge on symmetry plane or two edges for two island symmetry then press “Shift-S”)
  • New: Stack Symmetrical part on Master or on Slave parts
  • New: Symmetrical Edges are cut and welded even if the symmetric island is hidden
  • New: Edges on the symmetry plane and slave polygons are now drawn/painted in green.
  • New: AutoSeams Reweld can now filter islands using their dimension

19 June 2018: Version 2018.0.76

  • New: Pre-Stitch Island transform by Edge. Select a border edge, click on Pre-Stitch, the opposite island will be transformed so that it stitch to the selected edge.
  • New: Rotate +/-90 and 180
  • New: CheckBoard texture as enough tiles when texture tiling factor is equal to 1

18 June 2018: Version 2018.0.75

  • New: Island redistribution in Multi-Tiles (UDIMs) is now optional. When disabled, islands remains in their respective tiles.
  • New: Toggle Isolate. If used with an empty selection and when there is no island underneath the mouse, it will reveal all islands, excepted the ones that have been hidden using “Hide” feature.

13 June 2018: Version 2018.0.73

  • Fix: File Data selection dialog selection is reset after any task or primitive tool mode change
  • Fix: MacOS: UV Viewport is not fully rendered after a fullscreen UV

01 June 2018: Version 2018.0.70

  • New: Improvement in UV space usage when packing non similar stacked islands
  • Fix: Objects file info loss when loading OBJ and saving FBX

30 May 2018: Version 2018.0.68

  • New: Create Group Stack on non similar islands
  • Fix: Packing group stack of non similar islands create unwanted overlaps

29 May 2018: Version 2018.0.66

  • Fix: Hotkeys doesn’t work in the viewports sometimes.

23 May 2018: Version 2018.0.62

  • Fix: Splashscreen create problem with some bridges
  • New: New options in command line. Try rizomuv.exe /h

13 April 2018

  • New: Similarity control for all topological copy features

5 April 2018

  • Fix: Poly group / Material / Object / Smooth Group dialog Selector cease to work after cut or weld in many cases

4 April 2018

  • New: The positions of some UI elements are now customizable (see Edit->Prerefences)
  • Fix: Slow frame rate with multiple UDims
  • Fix: Transform tool blocked when using TAB key
  • Fix: Dialogs have wrong size

31 March 2018

  • New: Complete reorganisation of panels and UI
  • New: Some optimization on display refresh rate
  • Fix: Align center tool does not center
  • Fix: Crash when starting app from shell
  • Fix: Incorrect display of polycount

19 March 2018

  • New: Flip using Left|Right|Top|Bottom selection bouding box axis or underlying tile.
  • New: Advanced Auto Select Box Options

07 March 2018

  • New: Panel titles brighter
  • Fix: Clone tool (even in isolation mode)
  • Fix: Crash and memory leak at exit

22 February 2018

  • New: FULL AUTO UV modes (check the Auto Seams Panel)
  • New: Color Bar with Texel Density.
  • New: Projection Box and Average Normal.
  • New: Polygon Magic Wand angles can be changed using ALT+MouseWheel or SHIFT+MouseWheel.
  • New: Transform Mode.
  • New: UI look.
  • New: Mosaic is several order of magnitude faster.
  • New: Texel Density can now be set in Pixel/Unit.
  • Built with the 2018 FBX SDK.
  • Many bug fixed.

19 January 2018

  • New: Polygon Magic Wand
  • New: ReWeld (Auto Seams)
  • Fix: C4D Preset.

10 January 2018

  • New: Improved Cinema 4D preset
  • New: Faster UI (widgets only)

30 December 2017

  • New: Mouse and Keyboard Interaction Customizer
  • New: Auto Seam Box
  • New: Fit to Grid
  • New: UI improvments
  • Many Bug fixes