UV: Document pack islands features and new ui #104468

Closed
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
Showing only changes of commit 3fa1c55353 - Show all commits

View File

@ -137,7 +137,9 @@ 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.

View File

@ -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: