UV: Document pack islands features and new ui #104468

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Chris Blackbourn wants to merge 63 commits from Chris_Blackbourn/blender-manual:uv_pack_islands into blender-v3.6-release

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
2 changed files with 23 additions and 12 deletions
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@ -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,

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@ -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: