Maya 6.0, 3ds Max 6.0, and XSI 4.0 plugins are supported.
LightWave 8.0 file format is supported.
RH files and protected RH files are partially supported.
Embedded images are supported in RH files; if you open a RH file that includes embedded images, those images remain embedded when you next save the file.
The 3DS, LWO, OBJ, RH, and XSI plugins have been updated for opening and saving files. This coincides with the release of Deep Exploration 3.5.
OpenGL settings are now turned on by default.
Updated Help reference with a new structure and formatting.
Release 1.2.0 (patch 1.2.1)
Faster organic packer to optimise UV texture space.
XSI loader and saver has been added.
New plugins: Max 6.0, Maya 5.0, XSI 3.0 and 3.5.
Fixed
Release 1.3.0
Switching viewport layouts, textures are no longer lost.
When saving materials with the JPG or TIF file extensions, the 'Unknown file type' dialog no longer appears.
Materials that are saved with the 'Save Material' option after merging are now correctly attached to the model.
Textures now remain on models when you change the layout with all OpenGL options 'on'.
Images no longer come through on all materials for the XSI plugin.
Release 1.2.1
This is a patch release only that does one of two things depending on your current version of Deep UV:
If you have a version of Deep UV older than version 1.2.0, this patch upgrades you to the current version, Deep UV version 1.2.0.
If you already have Deep UV version 1.2.0 installed on your computer, this patch fixes the Registration to link the Right Hemisphere Web site.
Release 1.2.0
Deep UV can now be started from your 3D applications.
Release 1.1.1
The MergeMaterials function now operates correctly.
Preserving a bitmap no longer causes the application to stop.
You can now undo preserved merged materials.
Deep Paint 3D Plugin
The connection between Max, Maya, XSI and Deep UV is now stable.
The Load dialog box now contains additional features for selecting the objects you wish to import. You can also remove all materials and create new ones based on the objects name.
Export to 3D Application
You can now re-establish a connection between Deep Paint 3D, Deep UV and your 3D application. This allows you to export a scene from your 3D application to Deep Paint 3D or Deep UV then close the 3D application, only working in Deep Paint 3D and Deep UV and therefore freeing up memory. When you are ready to send the scene back to your 3D application, you simply restart the application and re-select the scene.
Note: If you are using Maya, you must first click Establish Connection the Right Hemisphere menu before sending the scene back to your 3D application.
Known Issues
Release 1.3.0
Protected RH files cannot be exported to Deep Paint 3D.
Deep UV advises you when you open a protected file. You are only able to save it again into the RH file format.
If you load a model into Deep UV that contains transformed objects, and then save the file, the objects are changed into world coordinates and the transforms are set to the identity matrix. That is, all object transformations are lost.
Animation and normals are not preserved when saving to any file format, and they are not saved when saving over original RH files.
Embedded textures cannot be exported to Deep Paint 3D.
For users of the Material Splitter and Shading Switch, Maya has an issue on Windows 2000 and NT platforms relating to shader assignment information if shading switches are in use. If you are using shading switches, you must not delete your construction history after you have added the shading switches.
If you are working between Deep UV, Deep Paint 3D, Deep Exploration, and Deep Creator, we advise the following:
Working with files that do not contain any animation. Apply the animation after mapping and painting.
Using RH files through the entire workflow.
Using linked textures that are not embedded, if working with Deep Paint 3D.
Release 1.2.0
You cannot return UV sets from Deep UV to "surface" models.
Release 1.1.1
Export to XSI via Deep UV and Deep Paint 3D
Before you export a model, you must have a UV applied to it. Deep UV then overwrites these UVs when you export back to XSI.
Only the base mesh on smoothed models are sent through to Deep UV.
NURBS do not display in Deep UV.
Open GL
To increase speed when loading more than 6 scenes on NVidia cards, select the OpenGL options.
If you add textures in Deep Paint 3D and click Send to Application, the textures update in the Deep UV 2D viewport. However, the 3D openGL window updates to reflect the new texture map, and may cause Deep UV close.
Matrox cards on XP may cause issues in OpenGL mode. To resolve this, switch to Software mode in the Deep UV Preferences dialog box.
To expedite OpenGL performance, select both OpenGL compatibility options in the Deep UV Preferences dialog box.
Deep UV's use of certain OpenGL features caused the application to fail under some video drivers. The use of the OpenGL features can be enabled and disabled in the Deep UV Preferences dialog box. By default, both OpenGL options are turned off for maximum safety. Turning these options on should substantially increase frame rate, but may cause the application to fail if the OpenGL driver for your video card does not fully support the Deep UV features. Installing the most up-to-date driver for your video card may help if Deep UV fails after enabling the OpenGL features.
Deep Paint 3D
Deep Paint 3D does not send UV updates to 3D applications. Therefore, your 3D application and Deep Paint 3D must both be open when you click Send UV Update in Deep UV when exporting from a 3D application to Deep Paint 3D and then to Deep UV.
Maya Plugin
Currently NURBS surfaces are tessellated based on the NurbsToPolygon settings. For best results, select some NURBS surfaces and tessellate them using various Modify>Convert>NURBSToPolygons settings. Identify the best settings, leave them in the dialog box and close and re-open the dialog box to ensure the new settings have been saved, then click Right Hemisphere>Map all with Deep UV/Map selected with Deep UV in Maya.
Max Plugin
Max may close if you have a UVW Unwrap on the modifier stack.
XSI Plugin
To correct the incompatibility issue of the XSI version 3.0 plugin with Deep UV v1.1.1, an add-on installation program in Softimage is used to install the plugin in the appropriate program folder.
The default location for installation of the plugin is within the Plugin folder located in either the Deep UV and Deep Paint 3D program folders. For those users with both Deep Paint 3D and Deep UV, this installation is performed once only.
To install the XSI plugin:
1. Run XSI3.0.
2. Click Choose File > AddOn > Install.
3. Browse to the location of the file.
4. Select the RightHemisphere.addon and click Install.