Index: manual/editors/image/editing.rst =================================================================== --- manual/editors/image/editing.rst (リビジョン 10177) +++ manual/editors/image/editing.rst (作業コピー) @@ -14,7 +14,7 @@ :Menu: :menuselection:`Image --> New` :Shortcut: :kbd:`Alt-N` -Creates a new :ref:`image-generated` Image. +Create a new :ref:`image-generated` Image. .. _bpy.ops.image.open: @@ -28,7 +28,7 @@ :Menu: :menuselection:`Image --> Open` :Shortcut: :kbd:`Alt-O` -Load image from a file. +Load an image from a file. .. _bpy.ops.image.read_viewlayers: Index: manual/editors/image/sidebar.rst =================================================================== --- manual/editors/image/sidebar.rst (リビジョン 10177) +++ manual/editors/image/sidebar.rst (作業コピー) @@ -43,7 +43,7 @@ Aspect Ratio Display aspect for this image. Does not affect rendering. Repeat Image - Tiles the image so it completely fills the editor. + Tile the image so it completely fills the editor. Annotations @@ -78,7 +78,7 @@ Use this mode to balance out the tonal range in an image. A well-balanced image should have a nice smooth distribution of color values. -You can drag the mouse in the histogram to adjust its vertical zoom. +You can drag :kbd:`LMB` in the histogram to adjust its vertical zoom. Luma Shows a luminosity histogram. Index: manual/editors/uv/controls/snapping.rst =================================================================== --- manual/editors/uv/controls/snapping.rst (リビジョン 10177) +++ manual/editors/uv/controls/snapping.rst (作業コピー) @@ -3,6 +3,13 @@ Snapping ******** +Snapping lets you easily align UV elements to others. +It can be toggled by clicking the magnet icon in the UV Editor's header, +or more temporarily by holding :kbd:`Ctrl`. + +This page is about the Snap header button; for the Snap menu, +see :ref:`UV Editing `. + .. _bpy.types.ToolSettings.snap_uv_element: Snap To @@ -14,23 +21,20 @@ :Shortcut: :kbd:`Shift-Ctrl-Tab` Increment - Snap elements along points on a fixed scale. - These points are defined by the intersection points of the grid - and the scale of the increments depending on zoom level, - unless using :ref:`Fixed Subdivisions `. + Snaps to grid points. - The Custom Grid can also be used to define a set distance of the scale. - .. note:: - In this context the grid does not mean the visual grid cue displayed. - Snapping will use the resolution of the displayed grid, - but all transformations are relative to the initial position (before the snap operation). + By default, this option won't snap to the grid that's displayed in the editor, + but an imaginary grid with the same resolution that starts at the selection's + original location. In other words, it lets you move the selection in "increments" of the + grid cell size. - Note, the behavior can be disabled by using *Absolute Grid Snap*. + If you want to snap to the viewport grid instead, you can enable *Absolute Grid Snap* + (see below). Vertex - Snap to UV vertices. + Snaps to the vertex that's closest to the mouse cursor. Additional Options @@ -38,11 +42,10 @@ .. _bpy.types.ToolSettings.use_snap_uv_grid_absolute: -Absolute Grid Snap - Available only for the *Increment* option. - Snap to the visual grid, instead of snapping in increments relative to the current location. +Absolute Grid Snap :guilabel:`Increment` + Snaps to the grid, instead of snapping in increments relative to the current location. -Target +Target :guilabel:`Vertex` See :ref:`3D Viewport Snapping ` for more information. @@ -49,4 +52,6 @@ Affect ====== -Limits the effect of the snap to the transformation type. +Specifies which transformations are affected by snapping. +By default, snapping only happens while moving something, +but you can also enable it for rotating and scaling. Index: manual/editors/uv/introduction.rst =================================================================== --- manual/editors/uv/introduction.rst (リビジョン 10177) +++ manual/editors/uv/introduction.rst (作業コピー) @@ -4,41 +4,42 @@ Introduction ************ -The UV Editor is used to map 2D assets like images/textures -onto 3D objects and edit what are called UVs. +The UV Editor is used for editing UV maps, which describe how a 2D image should be mapped +onto a 3D object. .. figure:: /images/editors_uv_introduction_main.png UV Editor with a UV map and a test grid texture. -The most flexible way of mapping a 2D texture over a 3D object is a process called "UV mapping". -In this process, you take your three-dimensional (X, Y & Z) mesh and unwrap it to a flat two-dimensional -(X & Y ... or rather, as we shall soon see, "U & V") image. Colors in the image are thus mapped to your mesh, -and show up as the color of the faces of the mesh. Use UV texturing to provide realism to your objects that -procedural materials and textures cannot do, and better details than Vertex Painting can provide. +Image textures are typically needed when the desired look is hard to achieve with procedural textures, +or if the texture is not uniform. For example, a car would only have scratches in a few places where they make sense, +not in random places all over its body. +Blender offers a number of projections (Box, Sphere...) that automatically apply a 2D image to a 3D object, +but these tend to only work for simple meshes. For more complex ones, you need to create a UV map instead. +This is a flat area where each face of the 3D object is laid out on the 2D image, specifying which part of the +image it should be textured with. This gives you complete control over the mapping process. +The name "UV" refers to the axes of the map: U for horizontal, V for vertical. These letters were chosen to +avoid confusion with "X" and "Y", which refer to axes in 3D space instead. + + UVs Explained ============= -The best analogy to understanding UV mapping is cutting up a cardboard box. -The box is a three-dimensional (3D) object, just like the mesh cube you add to your scene. - -If you were to take a pair of scissors and cut a seam or fold of the box, -you would be able to lay it flat on a tabletop. As you are looking down at the box on the table, +The best analogy to understand UV mapping is cutting up a cardboard box. +If you were to take a pair of scissors and cut along its edges, +you would be able to spread it out flat on a tabletop. As you are looking down at the table, we could say that U is the left-right direction, and V is the up-down direction. -This image is thus in two dimensions (2D). We use U and V to refer to these -"texture-space coordinates" instead of the normal X and Y, which are always used -(along with Z) to refer to the three-dimensional space (3D). -When the box is reassembled, a certain UV location on the paper is transferred to an (X, Y, Z) -location on the box. This is what the computer does with a 2D image in wrapping it around a 3D object. +As a next step, you could put the spread-out box on top of a poster, cut the poster +to match its shape, glue the poster to the box, and finally reassemble the box. +You now have a 3D box textured with a 2D image. -During the UV unwrapping process, you tell Blender exactly how to map the faces of your object (in this case, a box) -to a flat image in the UV Editor. You have complete freedom in how to do this. -(Continuing our previous example, imagine that, having initially laid the box flat on the tabletop, -you now cut it into smaller pieces, somehow stretch and/or shrink those pieces, -and then arrange them in some way upon a photograph that is also lying on that tabletop.) +A UV map describes how the box is cut up, and how it's laid out on the poster. +You have complete freedom in how to do this: if you wanted to, you could cut each individual +side of the box and position, rotate, scale, and even skew it on the poster +independently of the other sides. Example @@ -49,48 +50,21 @@ 3D space (XYZ) versus UV space. -In this image you can easily see that the shape and -size of the marked face in 3D space is different in UV space. -This difference is caused by the "stretching" (technically called mapping) -of the 3D part (XYZ) onto a 2D plane (i.e. the UV map). +In the above image, a dome in 3D space is flattened into a disc in UV space. +Each 3D face is then textured with the part of the image it covers in the UV map. -If a 3D object has a UV map, then, in addition to the 3D coordinates X, Y, and Z, -each point on the object will have corresponding U and V coordinates. +The image also demonstrates a common problem in UV maps: distortion. Notice how, +even though the checkered squares in the 2D texture are all the same size, +they get different sizes when applied to the 3D dome (they're smaller at the base +than at the top). This is because the faces in the UV map have different relative +sizes than in 3D space, which is a result of the flattening process. -.. note:: +You'll typically want to minimize this distortion by manually guiding and tweaking +the flattening, using :doc:`seams ` for example. +However, it's not always possible to eliminate it completely. + - On more complex models (like seen in the sphere above) - there pops up an issue where the faces cannot be cut, - but instead they are stretched in order to make them flat. - This helps making easier UV maps, but sometimes adds distortion to the final mapped texture. - -Advantages of UVs -================= - -While procedural textures are useful -- they never repeat themselves and always "fit" 3D objects --- they are not sufficient for more complex or natural objects. -For instance, the skin on a human head will never look quite right when procedurally generated. -Wrinkles on a human head, or scratches on a car do not occur in random places, -but depend on the shape of the model and its usage. Manually-painted images, -or images captured from the real world gives more control and realism. -For details such as book covers, tapestry, rugs, stains, and detailed props, -artists are able to control every pixel on the surface using a UV texture. - -A UV map describes what part of the texture should be attached to each polygon in the model. -Each polygon's vertex gets assigned to 2D coordinates that define which part of the image gets mapped. -These 2D coordinates are called UVs (compare this to the XYZ coordinates in 3D). -The operation of generating these UV maps is also called "unwrap", -since it is as if the mesh were unfolded onto a 2D plane. - -For most simple 3D models, Blender has an automatic set of unwrapping algorithms that you can easily apply. -For more complex 3D models, regular Cubic, Cylindrical or Spherical mapping, is usually not sufficient. -For even and accurate projection, use :doc:`seams ` to guide the UV mapping. -This can be used to apply textures to arbitrary and complex shapes, -like human heads or animals. Often these textures are painted images, -created in applications like the Gimp, Krita, or your favorite painting application. - - Interface ========= @@ -104,7 +78,7 @@ The header contains several menus and options for working with UVs. Sync Selection - Syncs selection between the UV Editor and the 3D Viewport. + Synchronizes the selection between the UV Editor and the 3D Viewport. See :ref:`Sync Selection ` for more details. Selection Mode @@ -112,7 +86,7 @@ See :ref:`Selection Mode ` for more details. Sticky Selection Mode - Option to automatically expand selection. + Which other vertices to select automatically. See :ref:`Sticky Selection Mode ` for more details. View @@ -120,7 +94,7 @@ See :doc:`/editors/uv/navigating`. Select - Tools for :doc:`Selecting UVs `. + Tools for :doc:`selecting UVs `. Image Tools for opening and manipulating images. @@ -127,52 +101,55 @@ See :doc:`/editors/image/editing`. UV - Contains tools for :doc:`Unwrapping Meshes ` + Contains tools for :doc:`Unwrapping Meshes ` and :doc:`Editing UVs `. +Pivot :kbd:`Period` + See :doc:`/editors/3dview/controls/pivot_point/index`. + +Snap :kbd:`Shift-Tab` + See :doc:`/editors/uv/controls/snapping`. + +Proportional Editing :kbd:`O` + See :doc:`Proportional Editing `. + Image A :ref:`data-block menu ` used for selecting images. - When an image has been loaded or created in the Image editor, - the Image panel appears in the *Sidebar region*. - See :doc:`/editors/image/image_settings`. + When an image has been loaded or created in the UV Editor, + the :doc:`Image panel ` appears in the Sidebar region. Image Pin - Todo. + Prevents the UV Editor from automatically switching to the texture of + the selected object. (This switching only happens if the 3D Viewport is + in Edit Mode or Texture Paint Mode). +Show Gizmo + Lets you show/hide all gizmos using the toggle button, or specific gizmos using + the drop-down arrow. + + Navigate + Enable/disable the gizmos used to pan or zoom the 2D viewport. + See :ref:`Navigation Gizmos ` for more information. + +Show Overlays + Lets you show/hide all overlays using the toggle button, or specific overlays + using the drop-down arrow. See :doc:`/editors/uv/overlays`. + Active UV Loop Layer Select which UV map to use. -Viewport Gizmos - Selectively show or hide specific gizmo controls that are displayed in the 2D viewport. - All gizmos can be hidden or shown at once with the toggle next to the pop-over arrow. - - Navigate - Enable/disable the gizmos used to pan or zoom the 2D viewport, - see :ref:`Navigation Gizmos ` for more information. - Display Channels Select what color channels are displayed. :Color & Alpha: - Replaces transparent pixels with background checkerboard, denoting the alpha channel. + Enables transparency and shows a checkerboard behind the image. :Color: - Display the colored image, without alpha channel. + Disables transparency. :Alpha: - Displays the Alpha channel a grayscale image. - White areas are opaque, black areas have an alpha of 0. + Displays the alpha channel as a grayscale image. White areas are opaque, + black areas are transparent. :Z-Buffer: - Display the depth from the camera, from Clip Start to Clip End, + Displays the depth from the camera, from Clip Start to Clip End, as specified in the :doc:`Camera settings `. :Red, Green, Blue: - Single Color Channel visualized as a grayscale image. - - -Tool Settings -------------- - -Pivot - Similar to working with pivot points in the 3D Viewport. -:doc:`UV Snapping ` - Controls to snap UV points, similar to snapping in the 3D Viewport. -Proportional Editing - See :doc:`Proportional Editing `. + Single color channel visualized as a grayscale image. Index: manual/editors/uv/navigating.rst =================================================================== --- manual/editors/uv/navigating.rst (リビジョン 10177) +++ manual/editors/uv/navigating.rst (作業コピー) @@ -3,20 +3,12 @@ Navigating ********** -The UV Editor has a 2D cursor. Its position can be changed by :kbd:`LMB` clicking in the UV editor -while the cursor tool is active. You can also manually adjust its position in the Sidebar region. -The range by default is from 0.0 to 1.0 starting from the lower left corner. -By enabling :ref:`Pixel Coordinates `, -the coordinates match the pixels in your image with XY(0, 0) located in the lower left corner. - - 2D Viewport =========== -Panning can be done by clicking the :kbd:`MMB` and dragging. +Panning can be done by dragging with :kbd:`MMB`. -Zooming can be done by scrolling :kbd:`Wheel` up or down. -Also, as in the 3D Viewport, you can use :kbd:`NumpadPlus` or :kbd:`NumpadMinus` to zoom. +Zooming can be done using :kbd:`Wheel` or :kbd:`NumpadPlus`/:kbd:`NumpadMinus`. .. _editors-uv-navigate-gizmos: @@ -31,7 +23,24 @@ View Menu ========= -Also see :doc:`/editors/image/navigating` in the Image editor. +Also see :doc:`/editors/image/navigating` in the Image Editor. Frame Selected :kbd:`NumpadPeriod` - Change view so that all selected UV vertices are visible. + Change the view so that all selected UV vertices are visible. + + +2D Cursor +========= + +Just like the :doc:`3D Viewport `, the UV Editor has a Cursor +that you can jump to (:menuselection:`View --> Center View to Cursor`). It can also serve as +a :doc:`pivot point ` and a +:ref:`snapping target `. + +To change the Cursor's position, either press :kbd:`LMB` with the Cursor tool selected, +or :kbd:`Shift-RMB` with any tool selected. You can also change the "Location X/Y" fields +in the *View* tab of the Sidebar, in either relative coordinates (0 to 1) or +:ref:`pixel coordinates `. +In both cases, the lower left corner of the image serves as the origin (0, 0). + +You can press :kbd:`Shift-C` to move the Cursor to the center. Index: manual/editors/uv/overlays.rst =================================================================== --- manual/editors/uv/overlays.rst (リビジョン 10177) +++ manual/editors/uv/overlays.rst (作業コピー) @@ -3,16 +3,19 @@ Overlays ******** -The Overlays popover configures the overlays that are displayed on top of images. +.. figure:: /images/editors_uv_overlays.png + :align: right + + The Overlays pop-over. + In the header, there is a button to turn off all overlays for the UV Editor. -This option also toggles the visibility of :doc:`/modeling/meshes/uv/workflows/udims` tile information. -The options that are visible in the pop-over depend on the UV Editor mode. +This option also toggles the visibility of :doc:`UDIM ` +tile information. -.. seealso:: +The drop-down button opens a pop-over with more detailed settings. +The following categories are available: - Additional :doc:`View Properties ` can be configured in the Sidebar. - Guides ====== @@ -19,26 +22,26 @@ .. _bpy.types.SpaceImageOverlay.show_grid_background: Grid - Show the grid background and borders. + Show the grid. .. _bpy.types.SpaceUVEditor.show_grid_over_image: Over Image - Allows the grid overlay to be shown on top of the image rather than behind it. + Show the grid on top of the image rather than behind it. .. _bpy.types.SpaceUVEditor.grid_shape_source: Grid Shape Source - How the size/subdivisions of grid cells are determined. + How the row and column counts are determined. - :Dynamic: The grid subdivisions changes based on the zoom level. - :Fixed: The grid subdivisions stays consistent based off the *Fixed Subdivisions* property. - :Pixel: The grid aligns with pixels from image so each grid cell represents one pixel. + :Dynamic: The grid starts at 8×8 cells that are automatically subdivided further as you zoom in. + :Fixed: The row and column counts are fixed and can be configured manually. + :Pixel: Each grid cell matches one image pixel. .. _bpy.types.SpaceUVEditor.custom_grid_subdivisions: Fixed Subdivisions X, Y - Number of grid units in UV space that make one UV Unit. + Number of columns/rows in the grid. .. _bpy.types.SpaceUVEditor.tile_grid_shape: @@ -54,9 +57,9 @@ .. _bpy.types.SpaceUVEditor.show_stretch: Display Stretch - Shows how much of a difference there is between UV coordinates and 3D coordinates. - Blue means low distortion, while Red means high distortion. - Choose to display the distortion of *Angles* or the *Area*. + Show how much of a shape difference there is between UV space and 3D space. + Blue means low distortion, red means high. + You can choose whether to display the distortion based on *Angle* or *Area*. Geometry @@ -65,22 +68,22 @@ .. _bpy.types.SpaceUVEditor.uv_opacity: UV Opacity - Opacity of the above UV overlays. + Opacity of edges and faces. .. _bpy.types.SpaceUVEditor.edge_display_type: Display As - Controls how edges are shown. + Control how edges are shown. - :Outline: Display white edges with black outline. - :Dash: Display dashed black-white edges. - :Black: Display black edges. - :White: Display white edges. + :Outline: Display edges in gray with a black outline. + :Dash: Display edges as dashed black-gray lines. + :Black: Display edges in black. + :White: Display edges in white. .. _bpy.types.SpaceUVEditor.show_modified_edges: Modified Edges - Show results of modifiers in the UV display. + Additionally show the edges as they look after applying modifiers (in gray). .. _bpy.types.SpaceUVEditor.show_faces: @@ -92,4 +95,5 @@ ===== Show Metadata - Displays the metadata if they were set in the render tab's :doc:`/render/output/properties/metadata` panel. + Display metadata about the selected Render Result. See the Output tab's + :doc:`/render/output/properties/metadata` panel to change what metadata to include. Index: manual/editors/uv/selecting.rst =================================================================== --- manual/editors/uv/selecting.rst (リビジョン 10177) +++ manual/editors/uv/selecting.rst (作業コピー) @@ -4,151 +4,137 @@ Selecting ********* -Selection tools are available in the *Select Menu* in the header, -and the shortcuts listed below. +Much like the 3D Viewport, the UV Editor has selection mode buttons in the header, +as well as a *Select* menu. - .. _bpy.types.ToolSettings.use_uv_select_sync: Sync Selection ============== -Turning on the *Sync Selection* button causes selection of components -in the 3D Viewport to sync with their corresponding elements in the UV editor. -If off only the selected faces are displayed in the UV editor. -These two modes have very different results when transforming components in the UV editor. +If turned off (the default), the UV Editor only shows the faces that are selected in the +3D Viewport. Selecting an item in one editor does not automatically select it in the other. +If one 3D vertex/edge corresponds to multiple UV vertices/edges, you can select each +of those individually. -.. seealso:: +If turned on, the UV Editor always shows all faces. Selecting an item in one editor also +selects it in the other. If one 3D vertex/edge corresponds to multiple UV vertices/edges, +you can't select those individually (you can only select all of them). - :doc:`Selecting in the 3D Viewport `. - - .. _bpy.ops.uv.select_mode: .. _bpy.types.ToolSettings.uv_select_mode: -Selection Modes -=============== +Selection Mode +============== -Select Modes dependent on the Sync Selection. +:Vertex: :kbd:`1` Select vertices. +:Edge: :kbd:`2` Select edges. +:Face: :kbd:`3` Select faces. +:Island: :kbd:`4` Select contiguous groups of faces. Only available if *Sync Selection* is disabled. +If *Sync Selection* is enabled, you can hold :kbd:`Shift` while clicking a selection mode to +activate multiple ones at the same time, or :kbd:`Ctrl` to expand/contract the selection. -Sync Selection Off ------------------- +.. seealso:: + :doc:`Mesh Selection ` -:Vertex: Select individual vertices. -:Edge: Select edges. -:Face: Select faces. -:Island: Select contiguous groups of faces. - -Sync Selection On ------------------ - -When selecting UVs or Edges, it behaves like the *Shared Vertex* option of the *Sticky Selection Mode*. -When selecting Faces, it behaves like the *Disabled* option of the *Sticky Selection Mode*. - -:Vertex: Select individual vertices. -:Edge: Select edges. -:Face: Select faces. - - .. _bpy.types.ToolSettings.uv_sticky_select_mode: Sticky Selection Mode ===================== -This selector lets you enable automatic additional selection. +Options for automatically selecting additional UV vertices. Only available if *Sync Selection* is disabled. -:Shared Vertex: - Selects UVs that share a mesh vertex, even if they are in different UV locations. -:Shared Location: - Selects UVs that are in the same UV location and share a mesh vertex. -:Disabled: - Disables Sticky Selection. - When you move a UV in this mode, each face owns its own UVs, allowing them to be separated. +Disabled + Each UV vertex can be selected independently of the others. +Shared Location + Automatically select UV vertices that correspond to the same mesh vertex and have the same UV coordinates. + This is the default and gives the illusion that multiple faces in a UV map can share the same vertex; + in reality, they have separate vertices that overlap. +Shared Vertex + Automatically select UV vertices that correspond to the same mesh vertex, even if they have different UV coordinates. + This is also the behavior when *Sync Selection* is enabled. +Select Menu +=========== -Menu -==== - +All :kbd:`A` + Selects all UV elements. +None :kbd:`Alt-A` + Deselects all UV elements. +Invert :kbd:`Ctrl-I` + Inverts the current selection. Box Select :kbd:`B` - Click and drag to box select UV coordinates. - Alternatively, use :kbd:`B` to start :ref:`box selection `. + See :ref:`Box Select `. Box Select Pinned :kbd:`Ctrl-B` - Use the box lasso to select only pinned UV coordinates. + Like *Box Select*, but only selects :ref:`pinned ` UV vertices. Circle Select - See :ref:`tool-select-circle`. -Select All :kbd:`A` - Selects all UV coordinates. -Select None :kbd:`Alt-A` - Deselects all UV coordinate. -Inverse :kbd:`Ctrl-I` - Inverts the current selection. + See :ref:`Circle Select `. More/Less :kbd:`Ctrl-NumpadPlus`, :kbd:`Ctrl-NumpadMinus` - Expands/Contracts the selection to/from the adjacent elements of the selection type. + Expands/contracts the selection to/from the adjacent elements. Select Pinned :kbd:`Shift-P` - Selects all :ref:`pinned ` UVs. + Selects all pinned UVs. Select Linked Linked :kbd:`Ctrl-L` - This operator selects all UVs that are connected to currently selected UVs. - This works similarly to the tools in 3D Viewport. + Selects all elements that are connected to the currently selected ones. Shortest Path - Path between two selected elements. + Selects the path between two selected elements. (See below) .. _bpy.ops.uv.select_similar: Select Similar :kbd:`Shift-G` - Selects UV vertices that have certain similar properties to the :term:`Active` vertex. - The :ref:`bpy.ops.screen.redo_last` panel provides several selection options: + Selects UV elements that are similar to the :term:`active` one in some way. + The :ref:`bpy.ops.screen.redo_last` panel provides several options: Type - The property to compare against the active vertex. - The properties that are shown depend on the :ref:`Selection Mode `. + The property to compare. Which properties are available depends on the + :ref:`Selection Mode `. - Vertex Selection Mode: + Vertex Selection Mode + :Pinned: Selects vertices with the same :ref:`pinned ` state. - :Pinned: Selects vertices with the same :ref:`pinned ` state as the active vertex. + Edge Selection Mode + :Length: Selects edges with a similar length in the UV map. + :Length 3D: Selects edges with a similar length in the 3D mesh. + :Pinned: Selects edges with the same pinned state. - Edge Selection Mode: + Face Selection Mode + :Area: Selects faces with a similar area in the UV map. + :Area 3D: Selects faces with a similar area in the 3D mesh. + :Material: Selects faces that have the same :doc:`Material `. + :Object: + Selects faces that belong to the same object. This is useful when multiple objects are in Edit mode at once. + :Polygon Sides: Selects faces with a similar number of edges. + :Winding: Select faces that have the same orientation (facing upwards or downwards in the UV map). - :Length: Selects edges with a similar length. - :Length 3D: Selects edges with a similar length in world space coordinates. - :Pinned: - Selects edges whose both vertices have the same - :ref:`pinned ` state as the active vertex. + Island Selection Mode + :Area: Selects islands with a similar area in the UV map. + :Area 3D: Selects islands with a similar area in the 3D mesh. + :Amount of Faces in Island: Selects islands with a similar number of faces. - Face Selection Mode: - - :Area: Selects faces with a similar area. - :Area 3D: Selects faces with a similar area in world space coordinates. - :Material: Selects faces that have the same :doc:`Material `. - :Object: - Selects faces which have the same object. This is useful when multiple objects are in Edit mode at once. - :Polygon Sides: Selects faces with the same number of edges per face. - :Winding: Select faces which are facing the same as the current face i.e. upwards or downwards. - - Island Selection Mode: - - :Area: Selects islands with a similar area. - :Area 3D: Selects islands with a similar area in world space coordinates. - :Amount of Face in Island: Selects islands with a similar number of faces per each island. - Compare - For quantitative properties, this property selects the type of comparison to between the two numerical values. + The comparison operator. - :Equal: Select items with the same value as the active item's chosen property. - :Greater: Select items with a larger value as the active item's chosen property. - :Less: Select items with a smaller value as the active item's chosen property. + :Equal: Select elements whose value is equal. + :Greater: Select elements whose value is greater or equal. + :Less: Select elements whose value is less or equal. Threshold - For quantitative properties, this property controls how - close the property's values have to be in the comparison. + Tolerance for values that are almost, but not quite the same. A higher threshold will select more elements. Select Split :kbd:`Y` - Cuts apart the selected UVs from the map. Only those UVs which belong to - fully selected faces remain selected. As the name implies, this is particularly useful to - unlink faces and move them elsewhere. The hotkey is analogous to the mesh Split tool. + "Detaches" the selected faces so they can be moved elsewhere without affecting their neighbors. + + .. hint:: + Unlike :doc:`Split Selection ` for meshes, which physically disconnects + faces, this is a pure selection operator. In UV space, the faces were never connected to begin with; it only seemed + that way because *Sticky Selection* automatically selected the vertices of the neighboring faces. + *Select Split* deselects those vertices again. + + As an alternative to *Select Split*, you can set the *Sticky Selection Mode* to *Disabled*. + Select Overlap - Selects any UVs that are extended over other UVs while also selecting any underlying UVs. + Selects all UV faces that overlap each other. .. _bpy.ops.uv.shortest_path_select: @@ -163,19 +149,24 @@ :Menu: :menuselection:`Select --> Select Linked --> Shortest Path` :Shortcut: :kbd:`Ctrl-LMB` -Selects all UV components along the shortest path from -the active component to the one which was selected. +Selects all the UV elements along the shortest path between two elements: the two selected elements when +activated using the menu, or the active one and the clicked one when activated using the shortcut. Face Stepping - Supports diagonal paths for vertices and faces, and - selects edge rings with edges. + For vertices: allows the path to step across faces, following their diagonal rather than + their edges. + + For edges: selects disconnected edges that are perpendicular to the path (edge ring), + rather than connected edges along the path (edge loop). + + For faces: allows the path to go through faces that only share a vertex, rather than an edge. Topological Distance - Only takes into account the number of edges of the path and - not the length of the edges to calculate the distances. + Calculates the distance by simply counting edges rather than measuring their lengths. Fill Region :kbd:`Shift-Ctrl-LMB` - Selects all elements in the shortest paths from the active selection to the clicked area. -Checker Deselect Options - Allows to quickly select alternate elements in a path. + Selects all shortest paths (rather than just one). +Dashed Line Options + Allows to only select elements at regular intervals, creating a "dashed line" rather + than a continuous one. Deselected The number of deselected elements in the repetitive sequence. @@ -182,27 +173,49 @@ Selected The number of selected elements in the repetitive sequence. Offset - Offset from the starting point. + The number of elements to offset the sequence by. .. seealso:: Mesh edit :ref:`Select Shortest Path `. +.. _bpy.ops.uv.select_edge_loop: +Select Edge Loop +================ + +.. reference:: + + :Mode: Edit Mode + :Shortcut: :kbd:`Alt-LMB`, or :kbd:`Shift-Alt-LMB` for extending the existing selection. + +Holding :kbd:`Alt` while clicking an edge selects that edge and then expands the selection as far as +possible in the two directions parallel to it. (While this of course works for selecting edge "loops" +that go all the way around a mesh, it also works if there's no loop.) + +You can additionally hold :kbd:`Shift` to extend the current selection rather than replacing it. + +.. seealso:: + + Mesh edit :ref:`Select Edge Loops `. + + .. _bpy.ops.uv.select_edge_ring: -Select Edge Loops -================= +Select Edge Ring +================ .. reference:: :Mode: Edit Mode - :Shortcut: :kbd:`Ctrl-Alt-LMB`, or :kbd:`Shift-Ctrl-Alt-LMB` for modifying existing selection. + :Shortcut: :kbd:`Ctrl-Alt-LMB`, or :kbd:`Shift-Ctrl-Alt-LMB` for extending the existing selection. -Holding :kbd:`Ctrl-Alt` while selecting a UV component selects a loop of edges that are connected in -a line end-to-end, passing through the edge under the mouse pointer. -Holding :kbd:`Shift-Ctrl-Alt` while clicking adds to the current selection. +Holding :kbd:`Ctrl-Alt` while clicking an edge selects that edge and then expands the selection +as far as possible in the two directions perpendicular to it. (While this of course works for selecting +edge "rings" that go all the way around a mesh, it also works if there's no ring.) +You can additionally hold :kbd:`Shift` to extend the current selection rather than replacing it. + .. seealso:: - Mesh edit :ref:`Select Edge Loops `. + Mesh edit :ref:`Select Edge Rings `. Index: manual/editors/uv/sidebar.rst =================================================================== --- manual/editors/uv/sidebar.rst (リビジョン 10177) +++ manual/editors/uv/sidebar.rst (作業コピー) @@ -9,7 +9,7 @@ UV Vertex --------- -Transform Properties :doc:`Selecting UVs `. +The averaged-out position of the selected UV vertices. Image @@ -21,7 +21,7 @@ UDIM Tiles ---------- -Allows you to manage :doc:`UDIM Tiles `. +See :doc:`UDIM Tiles `. Tool Tab @@ -36,23 +36,19 @@ Display ------- -You can set the editors display options in this panel. +You can set the editor's display options in this panel. -.. figure:: /images/editors_uv_sidebar_display-panel.png - :align: right +Aspect Ratio X, Y + Display aspect for this image. Does not affect rendering. - Display panel: With both an image and UVs selected. - -Aspect Ratio - Display Aspect for this image. Does not affect rendering. - Repeat Image - Duplicate the image until it is repeated to fill the main view. + Tile the image so it completely fills the editor. .. _bpy.types.SpaceUVEditor.show_pixel_coords: Pixel Coordinates - Display UV coordinates in pixels rather than from 0.0 to 1.0 + Use pixel coordinates rather than relative coordinates (0 to 1) for the UV Vertex + and 2D Cursor Location fields. 2D Cursor @@ -59,17 +55,15 @@ --------- Location X, Y - Control 2D cursor location. + View and change the location of the 2D Cursor. Annotations ----------- -Options for the :doc:`annotation tool `. +Options for the :doc:`Annotate tool `. -.. (TODO add) images per type - Scopes ====== Index: manual/render/shader_nodes/textures/image.rst =================================================================== --- manual/render/shader_nodes/textures/image.rst (リビジョン 10177) +++ manual/render/shader_nodes/textures/image.rst (作業コピー) @@ -63,7 +63,7 @@ this origin onto this sphere. This projection is, of course, perfect for spherical objects such as planets, and is also useful for organic objects. :Tube: - Wrap the image around a cylinder with origin (0.5, 0.5, 0) and height 1, and project the + Wrap the image around a cylinder with base (0.5, 0.5, 0) and height 1, and project the *Vector* horizontally from the central axis onto this cylinder. This projection is useful for a label on a bottle, for example. However, it's not suited for the top or bottom side of objects.