Import CAD parameters
Find below the description for the import parameters defined in the Model tab when importing a CAD model.
Hover over each parameter to display tooltips.
Transformation parameters
Map the units of the imported model and transform it with Unity's units of measurement and coordinate system:
- Left-handed
- Y axis up
- Meters
Scale
Specify the scale factor to be applied to the whole assembly. The default measurement unit is millimeters in Pixyz and meters in Unity.
To match the initial size of the model, use the default value 0.001.
Orientation
Choose to let Pixyz orient your model or to do it yourself with two parameters:
Value | Description |
---|---|
Left Handed | For models that have been designed in a left-handed environment. |
Z up | For models that have been designed with the Z axis as the up axis. |
Import parameters
Use the exposed parameters to select the data to import on top of the geometry.
Parameter | Description |
---|---|
Import Patch Boundaries | Imports patch boundaries as lines. This option works only if the model is a CAD model, that is, it has BREPs. |
Import Lines | Imports lines such as laser marking. This option works only if the model has lines. |
Import Points | TBD |
Import Metadata | Imports metadata that is contained in the initial model (if any). Metadata can carry information such as part numbers, ownership, physical properties, and part type. Any node of the CAD model hierarchy can carry metadata. WARNING: Using a Rule Set that modifies the hierarchy could destroy metadata. |
Import Variants | Imports variants of geometries or materials sometimes included in 3D files (glTF, VRED) |
Import PMI | Imports Product and manufacturing information sometimes included in CAD files |
Import Animations | Imports animations included in 3D files such as .fbx or .gltf files (as well as skins and bones). |
Import Nested Prefabs | Import CAD assemblies sometimes included in CAD files as Nested Prefabs |
Geometry parameters
Adjust quality and other parameters that directly affect new meshes.
Mesh Quality
Drives the quality of the imported model (when not creating LODs), by either decimating or tessellating with various quality presets. To get a more detailed tessellated mesh, use custom parameters. Read more about mesh quality.
Repair Instances
Attempts to detect similar GameObjects and recreates instances of their meshes.
Use this option in these cases:
- To repair instances.
- To simplify a model that has similar parts that can be instantiated.
The aim is to reduce the number of unique meshes, and so the number of draw calls, GPU memory usage, and the file size.
Create Ch.0 UVs
Adds a new primary UV set on channel 0.
Set the size of the projection box that is used to create UVs.
Caution
Pixyz overrides any existing UV set. Don't select this option if you wish to preserve existing UVs from a tessellated model that you import.
Create Lightmaps UVs
Create optimized UVs on channel uv1 for your lightmaps.
Warning
A repacking algorithm optimizes space in the UV space, to optimize lightmap quality. This algorithm can be resource-intensive at a high resolution. Use a resolution of 512 for faster computation or 2048 for a better optimized layout.
The generated lightmap UVs fit all together in a single UV space for the whole set of GameObjects in the tree of the imported model. The Unity lightmapper rearranges the UV tiles so that they match the lightmapping parameters.