Autodesk Maya plugin for correcting the texture-to-world area ratio on objects, meshes and custom selections.
UVAutoRatio was a Maya plugin developed by RenderHeads Ltd between 2007-2013 and open-sourced in 2015. The software is no longer supported or developed by RenderHeads Ltd and this serves as a historic archive.
Artists in the film and games industry spend hours manually scaling the texture coordinates of models to get them in the right proportion. This plugin completely automates this process but still leaves the artist in control.
To get the most out of textures they should be mapped in proportion to the size of the geometry. Not doing so means that different parts of the scene will have different texture distribution, resulting in some textures appearing blurrier than others while some will be overly sharp, making the scene appear inconsistent and strange. Those objects with too much texture mapped to them waste memory and cause aliasing (flickering) due to the overly high frequency of texels.
Artists in the game and film industry can spend hours scaling UVs up and down manually trying to get them to the ideal proportion. This isn’t a particularly fun job, in fact it’s not something we should be wasting our time with. Wouldn’t it be great if this tiresome task was automated?
Enter UVAutoRatio Pro: the complete tool for automating all texel ratio tasks.
After selling this software for many years, we decided to stop developing it, so we released it as an open source project.
If you are prompted for a license key, you can use the following:
[email protected](0 user license)-RenderHeads-RenderHeads-UVAutoRatio 2.0 Pro-5A5W-2K55-6J2Z-343C-5A5W-2K55-4R2Z-343C-2K4N-0E1M-3G3C-1N4H
The core Maya SDK must be available to the plugin in order to compile. The 3 folders needed are:
In order to build for multiple versions of Maya we use the following directory structure:
MayaSDK/
Common/
Windows/
MacOSX/
Linux/
The Common folder contains all of the header files (contents of include folder), and the platform folders contain all the of the platform specific libraries (lib and lib64 folder).
Each sub-folder starts with the Maya version number.
For example:
MayaSDK/
Common/
6.0/
maya/
8.5/
maya/
2011/
maya/
tbb/
Windows/
6.0/
lib/
2008/
lib/
lib64/
2011/
lib/
lib64/
MacOSX/
Linux/
In Windows set the environment variable MAYALIBBASE to the path of your MayaSDK folder. After adding the environment variable you may need to reopen Visual Studio.
To add a new configuration for another version of Maya:
Right-click on the solution and open Configuration Manager
In "Action solution configuration" select "New"
Select the latest release version of Maya from the list of "Copy settings from"
Make the name the same format but replace the version number
Make sure that the 32 and 64-bit settings are correct
Once the new configuration is created you'll need to configure the project for that configuration:
NOTE: If the installer fails to run, it may be because using a mapped drive