Flatiron Usage Guide

Flatiron Usage Guide

Description

This guide covers all Flatiron settings for UV unwrapping, texture packing, and baking. Flatiron Plugin Flatiron supports all major 3dsMax renderer: Scanline, Arnold, Corona, V-Ray and FinalRender.


Unwrap Parameters

Control how Flatiron flattens your 3D mesh into a 2D UV map.

Setting Description
Unwrap Mode Choose the unwrapping method:

Organic – Best for irregular, curved shapes (characters, animals, foliage).
Hard Surface – Ideal for architectural and mechanical objects. Avoids overly fragmented results.
Pack Existing – Uses your current UV charts, repacks them without overlaps, but creates no new unwrap. Requires existing UVs.
Keep Existing – Leaves all UV charts exactly as they are, only merging them. You must ensure no overlaps. Requires existing UVs.
Projection Unwrap – Unwraps based on a camera or object view. Great for assets seen from a fixed perspective.
Target Channel The UV channel where the new map will be stored.
Source Channel The UV channel used as input for Pack Existing, Keep Existing, or seam data (if Keep Seams is on).
Texture Stretch Allowed distortion (0 = none, 1 = unlimited). Lower values preserve shape but may create more charts.
Gutter Padding Distance (in pixels) between UV charts. Prevents color bleeding.
Texture Width / Height Output texture resolution in pixels.
Aspect Ratio Locks the width/height ratio.
Preview Shows a UV template before applying. Helps you test settings without adding a modifier.
Unwrap Unwraps selected objects or named selection sets. You can add a group name above the button.
Some UI options are only available in specific Unwrap Modes.

Advanced Unwrap Parameters

UV Packing Engine

Optimize how UV charts are arranged in the texture.

Setting Options & Description
Type Classic – Legacy mode (slower, less efficient). Only for compatibility.
Efficient – Default. Great balance of speed and packing density.
High Quality – Slower, but packs charts tighter for better texel density.
Rescale UV Charts When ON, charts are scaled by surface area → even pixel distribution. OFF keeps original chart sizes.
Pre-Rotate Rotates each chart to its best starting orientation. Works even if rotation options below are OFF.
Rotation Adds extra rotation angles (e.g., 90°, 180°) to improve packing. Smaller angles = better packing but slower.
Full Rotation (Ø) Includes exact 180° rotations. Slightly better packing but slower performance.

Unwrapping Mode (Seams)

Setting Description
Keep seams Preserves your manual seams. Essential for controlling where cuts happen.
Cut Grooves Adds seams along concave edges (grooves). Angle threshold = minimum corner angle to cut.
Cut Ridges Adds seams along convex edges (ridges). Angle threshold = minimum corner angle to cut.

Projection Unwrap (Camera-Based)

Setting Description
Pick Camera Any scene object works, but a Camera is best. Uses the object’s local -Z axis as view direction.
View Angle Surfaces within this angle (0–180°) from view direction are kept. 180° = everything visible from that point. Smaller = discards sides/back.
Tolerance Positive = includes near-backfacing polygons. Negative = excludes visible polygons if they’re too angled.
Orthographic Ignores perspective. Uses orthographic projection. Disables View Angle.

Unwrap to Multiple Maps

Instead of one UV map, distribute objects across several maps.

Setting Description
Fixed Number Enter a number (default = 1). Objects are automatically split across that many maps.
Selection Sets Each selected set gets its own map. Objects in multiple sets only go to one map.
Preview only shows one map at a time when using multiple maps.

Baking

Turn your UV map into a rendered texture.

Setting Description
Baked Map File Output folder (default = user’s renderassets).
Renderer Settings Opens the default render dialog (Scanline, Arnold, V-Ray, etc.).
Overlap How much the render extends beyond UV chart edges. Helps hide seams. Must be less than Gutter Padding to avoid overlap with other charts.
Single Pass Baking Toggles between single-pass (fast, all objects at once) and multi-pass (slower, per-object). See Texture Baking Modes chapter.
Target Material Material that receives the baked map. If no map slot is assigned, no material is created.
Make self-illuminating Makes material 100% self-illuminating. Useful for baked lighting/shadow maps.
Add Shell Creates a Shell Material with original + baked materials. Lets you toggle between them.
Overwrite Replaces the original material directly (no shell).
Choose Bake Elements Opens dialog to select what to bake (diffuse, normals, etc.) and their settings.
Add group name to textures Adds group name as prefix to avoid overwriting files.
Single Bakes only the current frame.
Range Bakes a sequence of frames (animation).
Bake Selected Bakes chosen elements for the current object group.
Remove Selected Deletes the selected object group and its unwrap settings.

Bake Elements Dialog

Control exactly which texture maps to render.

Control Description
List (top) Shows all active bake elements.
Add / Remove Add or remove elements from the list.
File name Base name for the output texture.
Map slot Which material slot (Diffuse, Normal, etc.) to assign the map to. NONE = render but don’t assign.
Background Color for empty areas (no UV charts). Usually irrelevant if padding is correct.
Width / Height Resolution of this specific bake element (can differ from main texture size).

Below these, you’ll find element-specific controls (e.g., for Normal maps: flip green channel, etc.).


Shells (Material Management)

Quickly switch between original and baked materials.

Setting Description
Shell Switcher Radio buttons to change viewport/render display mode for selected objects (like the Material Editor’s Shell rollout).
Clear Shells Removes shell materials from selected objects.
Keep Baked After removal, keeps the baked material. Discards original.
Keep Source After removal, keeps the original material. Discards baked.

Network Rendering

Use Backburner to distribute baking across multiple machines.

Setting Description
Network render ON = use Backburner. OFF = local rendering only.
Network manager Hostname or IP of Backburner Manager.
Port Backburner Manager port number.
Network output folder Shared network folder for temporary Flatiron data.
Netrender Status Shows current job status from Backburner.
Manual Merge Use if a completed job wasn’t auto-detected.
See the Network Rendering chapter for full setup instructions.

Options

Save, load, and reset your Flatiron preferences.

Setting Description
Create Selection Sets Creates named selection sets (fi_*) from existing unwrap groups.
Single set for multiple maps If ON, one selection set per group even if spread across multiple maps.
Save Settings Export current settings to a .ini file.
Load Settings Import settings from a file.
Save Default Make current settings the new default.
Reset Default Restore factory defaults.