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v2023 RizomUV Real Spaces

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RizomUV Real Spaces
RizomUV Real Spaces

Industrial Strength UVs with laser precision

RizomUV RS is a full-featured UV Mapping application. Its features surpass almost anything on the market. Whereas its sibling, RizomUV VS (Virtual Spaces) is for CG, RizomUV RS (Real Space) is our UV Mapping application for manufactured products needing real-world coordinates. It is dedicated to engineers and designers specialized in real-world applications such as laser surface texturing, pad printing, or in inflatable structure design. It has been designed as a CAD application, in which the UV space plays as an engineered sheet, containing UV mappings automatically generated from your original 3D model and your guidelines.

Please note:

A Floating license of both Virtual Spaces and Real Spaces is 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 +1M poly models with real-world measurements into perfectly flat, non-overlapping maps fastly.

1:1 Stretch Heat Map

Stretch matters – especially in CAD. That’s why we’ve taken pains to make sure our stretch heat map displays accordingly to your needs. RizomUV RS considers neutral stretch when the 3D lengths equal the UV ones. In presence of a difference in lengths between the two spaces for the same element, you’ll notice it immediately.

Low Stretch UV generation

RizomUV uses advanced algorithms to create almost stretch-free UV Maps using energy minimization methods, like the ones used in finite element software. If your 3D surface is developable, you’ll get zero stretching at all in your UVs. With a curved surface, you’ll get the lowest stretching possible.

rizom rs engine

BigTIFF UV Stamp Export

Most classic file formats use 32bit offsets and, as such, are limited to 4 gigabytes (65,535×65,535 pixels), which can be limiting. RizomUV Real Space offers BigTiff export format, that can handle huge images, breaking the 4 gig boundary, and so creating UV stamps at extremely high resolution, such as the ones necessary for laser texturing processes.

Local Edition

RizomUV proposes many local edition tools, like stretch reduction brushes with masks, deformation box, proportional transformation, real-time deformation, several dozen of alignment tools, and several mesh segmentation tools.


Giving low-stretch UVs is often not enough. Some projects need to get the lower stretch possible under specific constraints such as vertex pinning or edge orientation. RizomUV will propose you everything you need in that domain too.

rizom comparison chartDo I need VS or RS?

Pick RIzomUV RS if the UV Maps you need to generate will be used as unwraps and guides for Real-World Objects. Unlike in RizomUV VS, RizomUV RS will rescale the UVs to fit into a unified square, as well as retain the real dimensions and scale of your object. As an example, should you unwrap a 4x4m^2 plane in RizomUV VS, the plane will be rescaled to 1x1m^2 in the existing UV space. In RizomUV RS, the plane will retain its dimensions, 4x4m^2 in the existing UV space.

Can RizomUV RS do everything RizomUV VS does?

Absolutely. And you can even use RS as if you were using VS at the click of three buttons: You can easily enter RizomUV VS mode by disabling the 1:1 mode button in the Unwrap Panel, clicking Autofit if you need, and also switching from Packing Panel, and switch the Heat Map to Island. Stretch mode.


RizomUV 2022.1 Summer Release

Python Integration

Up until this point, scripting in RizomUV has been handled with the LUA programming language. Now, in the first step towards closer communication between RizomUV and 3D applications, Python3 has been integrated into the unwrapping software on all platforms. This does not mean we will be saying a fond farewell to LUA scripting, only that we have the very welcome addition of Python. The Rizom-Lab team has big plans for further python integration, and this inclusion is setting the stage.

Apple Silicon Version

RizomUV for Mac is now distributed using a Universal Build. This means that not only does it run on Intel CPUs, but also Apple’s new ARM-based processors such as the powerful M1 chip. This brings welcome support to the Big Sur OS and above using the silicon architecture.

Linux Distro Compatibility

It should be clear at this point that the Rizom-Lab team has made great efforts to ensure better compatibility, and Linux is no different. The Linux version now embeds glibc in the AppImage installer and is compatible with a wider range of distributions including Centos 7.5.

Planar projections

In an effort to expand the toolset further, RizomUV now has the capability for Planar Projections. UVs can be projected along the world space XYZ directions or, a custom plane can be defined based on the normal direction of a selection, or even from the viewport’s orientation.

Defaults settings

Default settings can now be defined within preferences, this means that attributes such as Scene Units, Texel Density, and Scaling Mode no longer need to be set each time the application is opened. This is a time-saving change that is sure to be embraced by the RizomUV community.

Polygon Magic Wand

The Polygon Magic Wand has been reworked in terms of function and presentation. By default, the selection angle can now be informed by the surface normals contained within the imported file.

The Local Angle Visualisation threshold also has a new look, the viewport now displays colored edges to inform the user of the normal breaking angle. This makes using the Magic Wand tool a much more intuitive experience, and no doubt an improvement to workflow.

Updated 3D Viewport

The 3D Viewport now displays a model with its embedded normals, gone are the faceted surfaces displayed in previous versions of RizomUV. Objects are now viewed as the artist intended, with smooth sweeping surfaces alongside hard edges.

Further Additions

The work we started last year on making the UI even more accessible is almost done, and we have added the following updates and improvements:

  • Island Size histogram/select by size range.
  • Scaling Seek Range visualizer, making the packing scaling behavior more understandable
  • Pinned vertex color can now be customized (see preference dialog)
  • Locked Shape mode for groups
  • Adaptive Shape mode is now the default for groups
  • Tile lock button
  • Selected polycount

2022 Release

November 14, 2021- See the Updates Tab for the full changelog.

New Features

  • Scaling Replaces Autofit
  • Nested Groups
  • Histograms
  • Seam Markers
  • User Manual

Improvements / Changes

  • Startup Mode
  • Model Group Counter
  • Margins and Padding
  • New and Fixed
  • Full Changelog

We have significantly sped up the packaging algorithms, especially with a view to UDIM workflows. This was a time-consuming, massive and complex task.

We also killed AutoFit. Because we knew we could do better.

And we did. Autofit was a one size fits all packing solution, and we saw it was becoming outdated compared to today’s needs. We replaced this with a new, customizable solution based on scaling. Massive overhauls such as this one always generate new or improved features. This one is no different: We reworked grouping to include nesting, overhauled the color bar to enable selections by distortion or texel density, and implemented seam markers.

We also added spit and polish to the UI as part of writing our manual, complete with easier-to-understand renames, and new icons.

New Features

Massive rework under the hood:

We spent a lot of time reworking and optimizing packing, with a focus on packaging for UDIMs and game-artist needs. When packing, you should experience a significant increase in speed. This rework is one of the main reasons we’ve been so quiet, as this was a very complex task. But we hope you agree with us when we say the effort and wait were worth it

Scaling Replaces Autofit

The scaling options replacing Autofit are a two-step process. Doing it like this allows you to customize your AutoFit rather than forcing a one-size-fits-all pack. Here is how you use it:

  • First, set your Scaling Mode: Keep, Average, Follow, or Texel Density.
  • Then set your Scaling Factor. The default is 100%:
  • If you want, you can also set your Initial Orientation at this stage

Rizom will precalculate all of this under the hood as you define your settings. once you have defined them, all you have to do next is press P to pack, and it will work as AutoFit did.

You can fine-tune this even further

If you need a more fine-tuned pack, we have added two additional scaling options for you; Scaling Minimum and Maximum. These two are set to Free by default, so they are free to scale as needed to make your pack fit as if you were still using Autofit. These two options can also be used for troubleshooting your pack:
Should your islands be too small or too big to fit into your tile(s), you can use the Minimum and Maximum scaling options to solve that issue. To do that, activate the Texel Density(TD) option in Scaling Mode. This ensures Rizom gets the TD you defined, if any, in the Layout Panel. Once it has a TD to base its calculations on, you can define the scale that needs to be increased or scaled down.

As an example, if you use the default Texel Density setting in the Layout Panel, the Minimum Scale can calculate the Texel Density of 10.24 to reduce the island size from 100 to 1% of that number. And it’s the same with the Maximum Scale. It will calculate 10.24 up from 100 to 500%. And of course, if you need everything to be just so, just set everything to 100% in all three dropdowns.
Having these options available rather than a one-size-fits-all will help archviz to game artists get better packs – especially when combined with the New nesting and other group options.

We also added a global parameter called Mix Scales for this. It allows independent scaling. This is to enable big islands to scale down at a larger factor than smaller ones. The feature allows for better utilization of your UV area but at the cost of getting different texel densities in the same tile or group.

Nested Groups

The new Islands and Group panel lets you edit both islands and groups. In addition to adding new functionality like nesting, and group-frame locking, we also put the Lock features from the Packing Panel in here. We did this as you can lock groups via the lock, lock frame, and lock overlap options in this panel. This is also the place where you also define how to display your groups. Because RizomUV differentiates between group and group content, you can, for example:

  • Lock a group’s frame, but leave the group’s content unlocked
  • Let something stay in one place but be packable (Like LoD packing tweaks)
  • Select to group overlapped items only

The workflows haven’t changed, though: You still select your island(s) and press G to the group. Once grouped, you can modify the group as you need, from running a pack (P) to rotating, scaling, or aligning. To nest a group inside a group, just select your islands or elements inside the group, and press G to the group – and a nested group will be created. Press CTRL+G to ungroup.


We’ve improved the color bar at the bottom of the screen by turning the Texel Density and Distortion bars into histograms. This means you can now select islands by Texel Density by clicking points on the histogram or dragging to select a range.
Note that Distortion gets its color value from calculating stretch per island. Texel Density gets its color values from the Texel Density you defined in the Layout Panel. If it’s all Blue, you have too much space on your polygons, and you need to reduce your Texel Density. Red means there is not enough space, and you need to increase your Texel Density. If it’s Grey, it’s just right!

Seam Markers

A new quality of UV mapping life feature in Rizom 2022 is Seam Markers: A line connecting selected edges to their (cut) counterparts for easier navigation and orientation. You can define the amount you want to show in Edit>Preferences, and their color will be the same as Wire Over Polys in Edge Mode. Just remember that asking for many seams to be shown can be taxing on your CPU, so if it’s a few years old and you have a geometry-heavy model, be careful not to crank it up to the max.

User Manual is in beta – but live

One of the most asked-for items in our Discord has been user documentation. We are happy to announce we are finally rolling out the user manual. While still in bare-boned beta, keep hitting that refresh button to see the latest videos and tutorial updates.

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

RizomUV 2020 Release. Autosave and debug logs

Edge Alignment Enhancements

RizomUV now has an option to keep constrained edges aligned when unwrapping or optimizing. 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 feature, 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


If you are tired of switching between RizomUV and your favorite 3D host while modeling and unwrapping, check out the available bridges here.
Note: None of the bridges are a native Rizom-Lab product, and Rizom-Lab is hence not responsible for any issues or liabilities regarding the use of this tool. Should you have any issues or questions, please contact bridge the developer, directly. You can also ask on the RizomUV Discord channel.


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

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


OS: macOS Big Sur 11 (or above)
Memory: 4 GB RAM
Graphics: VRAM 2GB
Monitor: 1920×1080

OS: macOS Big Sur 11 (or above)
Memory: 16 GB RAM
Graphics: VRAM 4GB
Monitor: 1920×1080


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
We support only Red Hat Entreprise Linux +8.6. .

Memory: 8 GB RAM
Graphics: VRAM 4GB
Monitor: 1920×1080

Memory: 32 GB RAM
Graphics: VRAM 16GB
Monitor: 1920×1080

Release 2023 Aug 19: version 2023.0.66

– fix: (Win) Python script crash
– fix: (Win) Application blocks execution when a USD file is loaded from an embedded Python script
– fix: (Mac & Linux) Application data are saved into user directory instead of appropriate ones
– fix: (Mac) Inline html help browser doesn’t show

Release 2023 Jul 05: version 2023.0.53

– new: Pixar USD support (Windows only)
– new: RizomUVLink Python module (Windows only)
– new: NVidia Omniverse support (Windows only)
– new: Auto-Unfold mode in Magic Wand polygon selection tool
– new: Repeat last action and last 2 actions
– new: Unfold along U and V
– new: Edge selection by edge orientation in UV space using the histogram bar
– new: Fit to grid can fit to the tile/UDim grid
– new: Fit to grid can now add the tile’s margin in Tile mode
– new: Fit to grid can fit in U, or V or both axis independently or uniformly
– new: Select non-manifold primitives (See Select menu)
– new: Exporter Stamper now can export PNG files with transparent background
– new: In the mouse customizer, the feature list can now by sorted by name
– new: Mouse wheel effect on zoom can be inverted
– new: GUI redesign
– new: Preference file and load dialogs propose Auto-Weld option
– new: More tolerant island marquee selection
– new: HUD text color can now be customized
– new: Group boxes corners are now red colored when their shape are edited (until new pack)
– new: Linux moved to RHEL 8 support only
– new: Show label switch now impact group stacks too
– new: Status bar blue notification when saving or exporting files
– new: Mix Scale button is now in the Scale Optimization Range block
– fix: Load using shell command line at RizomUV lauch doesn’t load normals
– fix: Across islands weld unselected islands
– fix: MacOS crash at start up in some circumstances
– fix: Stack and group similar create a single stack instead of one for each group of similar island
– fix: Error message when trying to weld vertices
– fix: Stamp Exporter width & height display bug
– fix: Stamp Exporter error Parameter print resolution unit is not supported
– fix: Hidden polygons are not shown when using Show All command
– fix: Locked Shape group are rescaled instead of keeping their size
– fix: sometimes a windows appears and ask to click ok 70 times
– fix: MacOS selection doesn’t work on retina screens
– fix: Retina mac display is blurry
– fix: UV tile grid is not updated when UV Tile shape is changed
– fix: Stamp exports wrongly when image resolution is not square
– fix: Polygon selection undo redo are broken

Release 2022 Sept. 29: version 2022.1.57

– new: File Model Group Selector revamped
– new: Magic wand selection can now cross over seams
– new: Tiles can be selected using the K key + left mouse button
– new: Contextual help panel now displays bindings relevant to the current primitive mode
– new: Modo and Blender mouse presets have been updated
– new: Python script method App.Exit(returnCode) now closes the application with the returnCode as a return code integer
– new: RizomUV now exits with error code 1 if launched with option /nle and the license is unavailable
– fix: Some files saved by the previous version of RizomUV won’t load
– fix: MACOS: Sometimes a window appears multiple times and prevents from saving


Release 2022 Sept. 1: version 2022.1.35

– new: New histogram mode to select islands according to their sizes (see the mode selector in the UI bottom near the colour and histogram bar).
– new: Drag & drop alt function load without UVs
– new: Basic Python doc added in Scripting Help
– new: Tile can now be offseted in VS
– new: Apple Silicon version
– new: MacOS version is codesigned
– new: Scaling Seek Range visualizer improvement
– new: Planar projections Top/Bottom/Front/Back/Left/Right
– new: Planar projection with custom direction with pick and apply
– new: Dropdown’s display is now bumped
– new: Python 3.7 embedded for all platforms
– new: Pinned vertice’s color can now be customized (see preference dialog)
– new: Texel density default value can now be customized (see preference dialog)
– new: Texel density unit default value can now be customized (in preferences dialog)
– new: Overflow mode has now its default value in preference dialog too
– new: Default values customisation system added, mainly for packing (see preference dialog)
– new: Polygon Magic Wand now has an angle crease visualiser
– new: Polygon Magic Wand now use model file’s normals
– new: Tile lock button
– new: Model’s normal are now used for display
– new: Hidden and selected polycount display
– new: Locked Shape mode for groups
– new: Adaptive Shape mode is now the default for groups
– fix: Busy mouse pointer appear too early
– fix: can’t load FBX using channel indexes in some cases
– fix: DEV-15 Planar projection rescaling bug
– fix: RS version exports a empty quad when using UVin3D in the exporter
– fix: MacOS Retina display (icons)
– fix: MacOS build with SDK 11.3
– fix: Optimize brush crash
– fix: crash if Topocopy is user-stopped during its operation
– fix: crash when loading a png with alpha as user texture
– fix: U and V Tile scale controllers are misbehaving (bug introduced in January)
– fix: namespace alias
– fix: Autoseam won’t work and display “Rootgroup not found”
– fix: Create group and ungroup are enabled even if only tiles are selected
– fix: Packing settings controlers display “mixed” in case of both groups and island selected
– fix: Objects coming from FBX files are misplaced when geometry’s SRT controllers values are not at their default value
– fix: OBJ export adds the mtllib tag even if there is not material file, which create incompatibility with some modelers
– fix: Topocopy Stack and Group Similar doesn’t create group with Stack behavior mode
– fix: Crash in some context when transforming
– fix: Switches’ enabled state is not visible when mouse is hovering it
– fix: Select group content doesn’t select locked islands


Release Build 2021 Nov 24: version 2022.0.11

– new: Color map bar can now be used to select islands by Texel Density, by Distortion or by Absolute Stretch
– new: Color map bar displays the Texel Density, Distortion or Absolute Stretch as histograms
– new: Color map bar displays the selected range of Texel Density, Distortion
– new: The soft selection panel is now in the UV Viewport
– new: Packing does a better usage of tile area in all contexts
– new: Status bar now has script & log button
– new: Area selection mode buttons are now placed in the Select panel
– new: Rotation and scale now use bounding boxes center instead of centroids
– new: Pixel snapping mode for translation
– new: Group can have their frame locked but their content can be still be packed
– new: Exporter can now export texel density UV renders
– new: Natural mesh borders and seams now have distinct and customizable colors.
– new: Some Icon redesign
– new: Icons now use standard display mode regarding to disabled and set/un set states
– new: Status bar background color turns red for error and orange for warning
– new: New icons for rotations
– new: The startup selection primitive mode can now be customized (see preferences dialog)
– new: New button switch to show/hide Group’s and tile’s “Content” button (formerly “islands”)
– new: Mousewheel now scroll panel dockers
– new: Viewport’s elements like Tile and Group’s title