![cannot save unwrella uvw cannot save unwrella uvw](https://www.unwrella.com/wp-content/uploads/2021/08/unwrella_-_optimal_automatic_UV-Packing_3dsMax_Maya.jpg)
It is wired to a randomise operator along with the geometry to randomly generate gaps in the array. This is an empty segment with a fixed size setting of 15cm.
#Cannot save unwrella uvw generator
This is to add greater variety and "messiness" but the on/off parameter for the generator has been exported so you can disable it if you choose. The mirror operator is set to X and Y to flip the hanger over the railing.Using the built in Randomise Transform settings would result in different values for these segments and they would no longer align correctly. Fixed Rotation is used with Random number operators to generate the same values for the hook and the shirt. The Transform operator is used to subtly randomise the rotation.This has been exported so you can adjust it from the Modify panel. Right padding is used on the shirt segment to create a gap between hangers.To stop the rotation affecting the position of the adjacent segments, a small Fixed Size value is used with Scale Segments turned off. Thought the shirt and hanger are a single segment, the hook has been separated so that its rotation can be randomised for a little extra variation.
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The t-shirt style uses a simple L1S array driven by a spline path.However if you want to know a little more about how this style works then the notes below should help. The style has already been set up so that only the Material operators need to be added. There are two shirt styles already in the scene, select rc_shirts_1 (we'll use the other one for the next exercise).
#Cannot save unwrella uvw update
With that information, we can update the style to randomise the colour of the sleeves. The material is created so that each colour is divided into two blocks of 4 colours, with the logo between ID 4 and ID 7 and the sleeves between ID 8 and ID 11 In the following example the T-Shirt has separate ID's for the logo colour and the sleeves. You'll need to know the material IDs of the elements you wish to randomise and also the range of IDs in the multi/sub object material that you intend randomise between. When randomising IDs it's important that the source geometry and materials are set up correctly. This style uses two segments: the t-shirt on the hanger, and a separate hook. To see the existing style, open chapter_4_randomise_ids_start.max from the downloads for this tutorial. To see how this works in practice we will edit a style to randomise the colour of t-shirts between 4 colours. To use it, all you need to do is wire a new Material node between a segment and the generator, choose the material ID to randomise using the Replace Material ID value, and set the Range using From and To values: RailClone includes a Material operator that allows you to select a material ID and randomise or sequence it between a minimum and maximum value.
#Cannot save unwrella uvw full
To see a full list of which features are supported by your renderer, check the compatibility list. To do this, turn off Display->Use Instancing Engine.
![cannot save unwrella uvw cannot save unwrella uvw](https://www.unwrella.com/wp-content/uploads/2021/08/unwrella_-_maya_UV-Tiles_UDIM_unwrapping_screen.jpg)
![cannot save unwrella uvw cannot save unwrella uvw](https://i.ytimg.com/vi/FKdrColmPPk/mqdefault.jpg)
Other renderers are supported by disabling instancing. V-Ray is required to maintain instancing when using UVW Xform, Automatic Box Mapping and Material operators.