Fix #107265: Compositor: output node remove note that z-depth can be saved #104457

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Habib Gahbiche wants to merge 53 commits from zazizizou/blender-manual:com-outputfile into blender-v3.6-release

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
9 changed files with 282 additions and 274 deletions
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@ -14,7 +14,7 @@ New
: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 @@ Open
:Menu: :menuselection:`Image --> Open`
:Shortcut: :kbd:`Alt-O`
Load image from a file.
Load an image from a file.
.. _bpy.ops.image.read_viewlayers:

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@ -43,7 +43,7 @@ You can set the editor's display options in this panel.
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 @@ A predominantly dark image would have the highest values toward the left side of
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.

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@ -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.ops.uv.snap_selected>`.
.. _bpy.types.ToolSettings.snap_uv_element:
Snap To
@ -14,23 +21,20 @@ Snap To
: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 <bpy.types.SpaceUVEditor.custom_grid_subdivisions>`.
The Custom Grid can also be used to define a set distance of the scale.
Snaps to grid points.
.. 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
@ -38,15 +42,16 @@ Additional Options
.. _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 <bpy.types.ToolSettings.snap_target>` for more information.
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.

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@ -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
@ -49,46 +50,19 @@ Example
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 </modeling/meshes/uv/unwrapping/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 </modeling/meshes/uv/unwrapping/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 @@ Header
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 <bpy.types.ToolSettings.use_uv_select_sync>` for more details.
Selection Mode
@ -112,7 +86,7 @@ Selection Mode
See :ref:`Selection Mode <bpy.types.ToolSettings.uv_select_mode>` for more details.
Sticky Selection Mode
Option to automatically expand selection.
Which other vertices to select automatically.
See :ref:`Sticky Selection Mode <bpy.types.ToolSettings.uv_sticky_select_mode>` for more details.
View
@ -120,27 +94,48 @@ View
See :doc:`/editors/uv/navigating`.
Select
Tools for :doc:`Selecting UVs </editors/uv/selecting>`.
Tools for :doc:`selecting UVs </editors/uv/selecting>`.
Image
Tools for opening and manipulating images.
See :doc:`/editors/image/editing`.
UV
Contains tools for :doc:`Unwrapping Meshes </modeling/meshes/uv/unwrapping/index>`
Contains tools for :doc:`Unwrapping Meshes </modeling/meshes/uv/unwrapping/introduction>`
and :doc:`Editing UVs </modeling/meshes/uv/editing>`.
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 </editors/3dview/controls/proportional_editing>`.
Image
A :ref:`data-block menu <ui-data-block>` 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 </editors/image/image_settings>` appears in the Sidebar region.
Image Pin
When enabled the current image remains visible regardless of the object selection.
This switching only happens if the 3D Viewport is in Edit Mode or Texture Paint Mode.
This can be useful to enable when an image is used as a reference.
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 <editors-uv-navigate-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.
@ -156,25 +151,13 @@ 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.
Displays the colored image, without alpha channel.
: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 </render/cameras>`.
: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 </editors/uv/controls/snapping>`
Controls to snap UV points, similar to snapping in the 3D Viewport.
Proportional Editing
See :doc:`Proportional Editing </editors/3dview/controls/proportional_editing>`.
Single color channel visualized as a grayscale image.

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@ -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 <bpy.types.SpaceUVEditor.show_pixel_coords>`,
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 @@ and zooming more comfortably when e.g. no mouse wheel is available.
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 </editors/3dview/3d_cursor>`, 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 </editors/3dview/controls/pivot_point/index>` and a
:ref:`snapping target <bpy.ops.uv.snap_selected>`.
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 <bpy.types.SpaceUVEditor.show_pixel_coords>`.
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.

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@ -3,14 +3,17 @@
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 </modeling/meshes/uv/workflows/udims>`
tile information.
.. seealso::
Additional :doc:`View Properties </editors/uv/sidebar>` can be configured in the Sidebar.
The drop-down button opens a pop-over with more detailed settings.
The following categories are available:
Guides
@ -19,26 +22,26 @@ Guides
.. _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 @@ UV Editing
.. _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 @@ Geometry
.. _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 @@ Image
=====
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.

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@ -4,52 +4,39 @@
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.
.. seealso::
:doc:`Selecting in the 3D Viewport </editors/3dview/selecting>`.
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.
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).
.. _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
------------------
: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.
.. seealso::
:doc:`Mesh Selection </modeling/meshes/selecting/introduction>`
.. _bpy.types.ToolSettings.uv_sticky_select_mode:
@ -57,98 +44,97 @@ When selecting Faces, it behaves like the *Disabled* option of the *Sticky Selec
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
====
Box Select :kbd:`B`
Click and drag to box select UV coordinates.
Alternatively, use :kbd:`B` to start :ref:`box selection <tool-select-box>`.
Box Select Pinned :kbd:`Ctrl-B`
Use the box lasso to select only pinned UV coordinates.
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`
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`
See :ref:`Box Select <bpy.ops.*.select_box>`.
Box Select Pinned :kbd:`Ctrl-B`
Like *Box Select*, but only selects :ref:`pinned <bpy.ops.uv.pin>` UV vertices.
Circle Select
See :ref:`Circle Select <bpy.ops.*.select_circle>`.
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 <bpy.ops.uv.pin>` 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 <bpy.types.ToolSettings.uv_select_mode>`.
The property to compare. Which properties are available depends on the
:ref:`Selection Mode <bpy.types.ToolSettings.uv_select_mode>`.
Vertex Selection Mode:
Vertex Selection Mode
:Pinned: Selects vertices with the same :ref:`pinned <bpy.ops.uv.pin>` state.
:Pinned: Selects vertices with the same :ref:`pinned <bpy.ops.uv.pin>` 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:
: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 <bpy.ops.uv.pin>` state as the active vertex.
Face Selection Mode:
:Area: Selects faces with a similar area.
:Area 3D: Selects faces with a similar area in world space coordinates.
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 </render/materials/index>`.
: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.
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).
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.
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.
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 </modeling/meshes/editing/mesh/split>` 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:
@ -163,46 +149,73 @@ Shortest Path
: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.
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.mesh.shortest_path_select>`.
.. _bpy.ops.uv.select_edge_loop:
.. _bpy.ops.uv.select_edge_ring:
Select Edge Loops
=================
Select Edge Loop
================
.. reference::
:Mode: Edit Mode
:Shortcut: :kbd:`Ctrl-Alt-LMB`, or :kbd:`Shift-Ctrl-Alt-LMB` for modifying existing selection.
:Shortcut: :kbd:`Alt-LMB`, or :kbd:`Shift-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:`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.mesh.loop_multi_select>`.
Mesh edit :ref:`Select Edge Loops <bpy.ops.mesh.loop_select>`.
.. _bpy.ops.uv.select_edge_ring:
Select Edge Ring
================
.. reference::
:Mode: Edit Mode
:Shortcut: :kbd:`Ctrl-Alt-LMB`, or :kbd:`Shift-Ctrl-Alt-LMB` for extending the existing 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 Rings <bpy.ops.mesh.select_edge_ring>`.

View File

@ -9,7 +9,7 @@ Image Tab
UV Vertex
---------
Transform Properties :doc:`Selecting UVs </modeling/meshes/uv/editing>`.
The averaged-out position of the selected UV vertices.
Image
@ -21,7 +21,7 @@ See :doc:`/editors/image/image_settings`.
UDIM Tiles
----------
Allows you to manage :doc:`UDIM Tiles </modeling/meshes/uv/workflows/udims>`.
See :doc:`UDIM Tiles </modeling/meshes/uv/workflows/udims>`.
Tool Tab
@ -36,40 +36,34 @@ View Tab
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
Display panel: With both an image and UVs selected.
Aspect Ratio
Display Aspect for this image. Does not affect rendering.
Aspect Ratio X, Y
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
---------
Location X, Y
Control 2D cursor location.
View and change the location of the 2D Cursor.
Annotations
-----------
Options for the :doc:`annotation tool </interface/annotate_tool>`.
Options for the :doc:`Annotate tool </interface/annotate_tool>`.
.. (TODO add) images per type
Scopes
======

View File

@ -63,7 +63,7 @@ Projection
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.