Fix #107265: Compositor: output node remove note that z-depth can be saved #104457
@ -137,14 +137,16 @@ Image
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See :doc:`/editors/image/image_settings`.
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See :doc:`/editors/image/image_settings`.
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Image Pin
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Image Pin
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Todo.
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When enabled the current image remains visible regardless of the object selection.
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This can be useful to enable when an image is used as a reference.
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Active UV Loop Layer
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Active UV Loop Layer
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Select which UV map to use.
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Select which UV map to use.
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Viewport Gizmos
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Viewport Gizmos
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Selectively show or hide specific gizmo controls that are displayed in the 2D viewport.
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Selectively show or hide specific gizmo controls that are displayed in the 2D viewport.
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All gizmos can be hidden or shown at once with the toggle next to the pop-over arrow.
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All gizmos can be hidden or shown at once with the toggle next to the pop-over arrow.
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Navigate
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Navigate
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Enable/disable the gizmos used to pan or zoom the 2D viewport,
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Enable/disable the gizmos used to pan or zoom the 2D viewport,
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@ -193,10 +193,8 @@ Follow Active Quads
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:Menu: :menuselection:`UV --> Follow Active Quads`
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:Menu: :menuselection:`UV --> Follow Active Quads`
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:Shortcut: :kbd:`U`
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:Shortcut: :kbd:`U`
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The Follow Active Quads tool takes the selected faces and lays them out
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Extrapolate UV's based on the active quad by following continuous face loops,
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by following continuous face loops, even if the mesh face is irregularly-shaped.
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even if the mesh face is irregularly-shaped.
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Note that it does not respect the image size,
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so you may have to scale them all down a bit to fit the image area.
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Options
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Options
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@ -205,16 +203,27 @@ Options
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Edge Length Mode
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Edge Length Mode
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Method to space UV edge loops.
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Method to space UV edge loops.
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:Even: Space all UVs evenly.
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:Even:
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:Length: Todo.
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Space all UVs evenly, where the shape of the quad in the 3D viewport is ignored.
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:Length Average: Average space UVs edge length of each loop.
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:Length:
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Each face's UV's are calculated based on the edge length.
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While this minimizes distortion, adjacent loops may become disconnected.
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:Length Average:
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Average space UVs edge length of each loop.
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This has the benefit of minimizing distortion, while keeping UV's connected.
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.. note::
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.. note::
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Please note that it is the shape of the active quad in UV space that is being followed,
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For a clean 90-degree unwrap it's typically best to first make sure the quad a rectangle in UV space.
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not its shape in 3D space. To get a clean 90-degree unwrap make sure the active quad is
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a rectangle in UV space before using "Follow active quad".
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Otherwise any distortion in the active UV is extended which doesn't result in a useful grid-layout.
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.. note::
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The resulting unwrap is not clamped within the UV bounds,
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you may wish to scale down the active quad's UV's so the result is in a usable range.
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.. _bpy.ops.uv.cube_project:
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.. _bpy.ops.uv.cube_project:
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