In this section you can define how the Normalize algorithm will work.
Use Custom Size
The provided texture size will be used to normalize all the UV Shells.
Get From Material
In order to use this feature, you have to previously assign an Adv. UV Normalizer material to your objects, otherwise UVs of objects missing the texture will not be normalized.
This feature guarantees that object using different texture sizes will have the same Texel Density.
Here you can assign, create or modify the Checker materials to be used by the Normalization process.
You can create two colors Checker Maps or you can use custom bitmaps for this.
A set of commonly used textures sizes is already provided, 64, 128, 256, 512, 1024, 2048 and 4096.
The Channel parameter used here is the Map Channel used to display the textures and not the UV Channel used for Normalization. The Channel used to normalize the UV Shells is the one setup in the Unwrap UVW Modifier.