UV Channels

Managing UV Channels in UnwrellaConnect

Unwrella-IO UV Channels In Blender, the UV Channel options can be found at the bottom of the UnwrellaConnect panel. Blender users will find this functionality under “UVMaps.” This feature integrates seamlessly with Blender’s comprehensive texturing and modeling capabilities, offering ample room for creative texturing workflows.

By default, Unwrella uses and overwrites the currently active UV channel with the newly generated UV data. However, if you want to preserve the original UVs, you can instruct Unwrella to create a new channel:

How to use Channels

Create additional UV Channel

Enable the option “Create New Map Channel.”

Name the UV Channel

Enter a name for the new UV channel.

After unwrapping or packing, the results will be saved in this newly created UV channel, leaving the original untouched.

To delete a UV channel, simply click the trash bin icon next to it. To switch between UV channels, use the same name field in the right sidebar or use the UV Map Switcher on the top of the interface.

You can create multiple UV channels as needed. To organize or rename UV channels manually, go to Blender’s Sidebar under Object Data Properties → UV Maps.

This gives you full flexibility in managing and comparing multiple UV layouts.

Source → Target UV Channel: Non-Destructive Workflow

The Source → Target UV Channel feature allows for a flexible, non-destructive workflow when working with UVs in Blender via UnwrellaConnect. The core idea is to preserve your original UV data - typically stored in UV Channel 0 or Blender’s first default UV channel - while generating new UV layouts in a separate UV Map channel.

How it works:

  • The Source UV Channel holds your existing UVs (usually the default UV Channel in Blender, 0).
  • The Target UV Channel (New map Channel) is where UnwrellaConnect writes the new unwrapped or packed UVs - such as in a newly created channel named “SolutionX” or any name you choose.

This setup ensures that:

  • Your original UVs remain intact.
  • You can freely experiment with different unwrapping and packing strategies.
  • You can manage original and new UVs at any time in Blender → Data → UV Maps Sidebar.

Once you’re satisfied with the results, the newly generated UVs in the Target Channel can be used for rendering, baking, or exporting — without ever overwriting the source.