A wireframe model of a male human head displayed on a 3D modeling software interface. The face has a textured appearance, while the software window features various tools and parameters for editing the model.

Wrap 2025.9 and Wrap4D 2025.9: Faceform updates

Wrap 2025.9 and Wrap4D 2025.9: fewer crashes, faster project loading, UV previews, and the ability to convert normal maps.

Faceform has shipped Wrap 2025.9 and Wrap4D 2025.9. Both applications update monthly, and the September builds are now available. Pricing remains unchanged: Wrap subscriptions start at $50/month or $360/year, while Wrap4D is available at $90/month or $600/year.

Both tools are widely used for 3D scan processing. Wrap targets single-frame retopology and scan alignment, while Wrap4D extends the process to temporal data such as performance capture. The new releases focus more on bug fixes, interface tweaks, and incremental improvements than on large new features.

Wrap 2025.9: quicker, lighter, more predictable

The Wrap 2025.9 changelog shows that the main addition is a Viewport panel. This panel displays the UV map of any geometry node directly in the application, allowing artists to verify unwraps without exporting to an external DCC. Another significant change is the option for Instant Project Open. By enabling this in the preferences, heavy compute nodes are disabled when loading a project. This reduces startup time for large projects. Nodes can then be selectively re-enabled when needed, giving artists more control over system resources.

The timeline has gained new playback shortcuts, with . and , keys for forward and backward playback and additional modifiers for fine control. Artists can also adjust the timeline range to match the selection of nodes with a single command, or modify playback frame rate with a dedicated shortcut. Python scripting stability has been improved. Recursive crashes in the nodeParamValue function have been fixed, scripts now properly update when nodes are renamed, and errors caused by re-running identical scripts with different results have been addressed.

In the Node Graph, lazy evaluation has been introduced. Nodes are not computed until they are actively needed, whether selected, displayed, or designated as save nodes. This prevents unnecessary computation and improves responsiveness in large graphs. Nodes with 2D image outputs can also be pinned for persistent viewing in the 2D viewport. A new colour copy function allows node colours to be quickly cloned across the graph, which can aid complex project organisation.

Drag-and-drop behaviour has been refined. Multiple files dropped simultaneously will now generate multiple nodes, making it easier to set up geometry and textures together. JSON and TXT files can be dropped to spawn loader nodes such as LoadCamera or LoadVertexMask. Shortcuts allow timeline or frame-rate adjustments during file import.

The panel system has been overhauled. Layouts can now be saved as presets, recalled later, and mirrored or re-oriented with new commands. A new Playback panel joins the UV viewport, and tab insertion has been made more predictable. Overall, Wrap 2025.9 is less about big new features than about making existing workflows lighter and more predictable.

Wrap4D 2025.9: the heavy-duty update

While Wrap gains convenience tools, Wrap4D 2025.9 receives the larger changelog. The only truly new node is ConvertNormalMap, which transfers normal maps between world and tangent space. This is a small but useful addition for pipelines that move assets between DCCs and game engines, where mismatched tangent bases often cause shading artefacts. The timeline system has gained new playback and adjustment commands, mirroring Wrap, but also allows adjusting FPS for video input nodes directly. This gives finer control when working with frame sequences from different capture devices.

The Node Graph benefits from lazy evaluation, reducing unnecessary computation in complex setups. A new pinning feature allows any node with image outputs to be displayed persistently in the 2D viewport. Error reporting has been refined: users can now select the exact error source by clicking icons in the graph. Colour coding has been made easier with a copy-and-apply system for node colours, and node grouping behaviour has been stabilised, fixing issues where moving nodes too quickly caused errors.

Python scripting is more reliable. A new interpretPath function translates path variables to absolute values, making project scripts more portable across machines. Fixes include proper handling of renamed nodes, consistent recomputation when rerunning scripts, and corrected variable cleanup. The user interface gains the same Viewport UV panel as Wrap, plus a multiple-input reorder widget in the node editor. Instant Project Open is also available here, letting artists delay heavy computations until needed. Texture previews in the 3D and 2D viewports no longer suffer from half-pixel offsets, and colour pasting now respects linear values when importing hex codes.

File handling is more flexible. Dropping multiple files spawns multiple nodes, while JSON and TXT files generate appropriate loader nodes. Shortcuts for adjusting FPS or timeline values are available during import. Gallery nodes now spawn within viewport bounds instead of off-screen, and group resizing has been corrected. Panel management has been expanded. Users can save and recall custom layouts, mirror panel arrangements, and insert tabs more precisely. Two new panels, UV and Playback, extend monitoring options.

The command line now supports a -t flag that prints the computation time for each node, sorted and expressed as percentages, which helps to identify bottlenecks. A -w flag prints absolute file paths written to disk. Return codes on computation failure have been corrected, timestamps in verbose mode are accurate, and crash conditions in WrapServer have been resolved.

Batch processing via the Rush GUI now tracks selected projects correctly and respects project priorities. The gallery assets have also been adjusted to anatomical scales, with eyeballs corrected to 24.3 mm and iris loops updated to 12 mm, eliminating previous inconsistencies in facial rigging setups.

This is the introduction for an older version – still relevant, though

Node refinements everywhere

Wrap4D 2025.9 makes dozens of small node-level adjustments. The Brush and VertexMask nodes now inherit wireframe and display settings from their inputs, reducing duplication. The ImageFacialWrapping node gains illumination control parameters and separate semantic weights for lips, eyes, and other regions, giving finer control of fit. The LoadImage node now supports RAW formats including Sony ARW and DNG. MergeImage gains Subtract and Divide blend modes, while its visual editor now shows image borders for debugging.

Camera behaviour has been corrected, preventing crashes when switching to invalid reference images, and fitting to view is now reliable even with hidden geometries. ExtrapolateImage introduces a new push-pull method. BlendRigToGeom adds a blending type parameter, letting users choose between fast or precise computation. FitBlendRig handles empty control strings more gracefully and now reports symmetry errors explicitly. FixSymmetry applies transforms correctly to input geometry, while the LoadBlendRig and corrective rig nodes fix duplicate naming and corrective loading errors.

SelectPolygons now supports direct keyboard shortcuts for grow and shrink operations, speeding up selection tasks. SelectPoints and SelectSmallComponents both receive reliability fixes, while ScreenPointsToImage now sorts points correctly when drawing. Additional refinements include support for two-channel images treated as colour plus alpha, corrected MSAA handling in Render, proper linearisation in TextImage, and crash fixes across many nodes. The PointDetector node now accepts optional initial target points to guide detection, and LoadFrameFromVideo no longer confuses file paths when aborted mid-operation.

Incremental but valuable

Neither Wrap 2025.9 nor Wrap4D 2025.9 introduces sweeping new features. Instead, Faceform has delivered dozens of corrections and small refinements that directly target reliability in production use. For facilities processing large batches of scans or capture data, reduced crash frequency and faster project opening may prove as valuable as new headline tools.

Test before you trust

As always, Faceform’s documentation lists what should now work, not what will always work. Production artists are advised to test thoroughly in non-critical contexts before deploying them in live pipelines.