Fix #107265: Compositor: output node remove note that z-depth can be saved #104457
@ -137,14 +137,16 @@ Image
|
||||
See :doc:`/editors/image/image_settings`.
|
||||
|
||||
Image Pin
|
||||
Todo.
|
||||
When enabled the current image remains visible regardless of the object selection.
|
||||
|
||||
This can be useful to enable when an image is used as a reference.
|
||||
|
||||
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.
|
||||
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,
|
||||
|
@ -193,10 +193,8 @@ Follow Active Quads
|
||||
:Menu: :menuselection:`UV --> Follow Active Quads`
|
||||
:Shortcut: :kbd:`U`
|
||||
|
||||
The Follow Active Quads tool takes the selected faces and lays them out
|
||||
by following continuous face loops, even if the mesh face is irregularly-shaped.
|
||||
Note that it does not respect the image size,
|
||||
so you may have to scale them all down a bit to fit the image area.
|
||||
Extrapolate UV's based on the active quad by following continuous face loops,
|
||||
even if the mesh face is irregularly-shaped.
|
||||
|
||||
|
||||
Options
|
||||
@ -205,16 +203,27 @@ Options
|
||||
Edge Length Mode
|
||||
Method to space UV edge loops.
|
||||
|
||||
:Even: Space all UVs evenly.
|
||||
:Length: Todo.
|
||||
:Length Average: Average space UVs edge length of each loop.
|
||||
:Even:
|
||||
Space all UVs evenly, where the shape of the quad in the 3D viewport is ignored.
|
||||
:Length:
|
||||
Each face's UV's are calculated based on the edge length.
|
||||
|
||||
While this minimizes distortion, adjacent loops may become disconnected.
|
||||
:Length Average:
|
||||
Average space UVs edge length of each loop.
|
||||
|
||||
This has the benefit of minimizing distortion, while keeping UV's connected.
|
||||
|
||||
.. note::
|
||||
|
||||
Please note that it is the shape of the active quad in UV space that is being followed,
|
||||
not its shape in 3D space. To get a clean 90-degree unwrap make sure the active quad is
|
||||
a rectangle in UV space before using "Follow active quad".
|
||||
For a clean 90-degree unwrap it's typically best to first make sure the quad a rectangle in UV space.
|
||||
|
||||
Otherwise any distortion in the active UV is extended which doesn't result in a useful grid-layout.
|
||||
|
||||
.. note::
|
||||
|
||||
The resulting unwrap is not clamped within the UV bounds,
|
||||
you may wish to scale down the active quad's UV's so the result is in a usable range.
|
||||
|
||||
.. _bpy.ops.uv.cube_project:
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user