UV: Document pack islands features and new ui #104468
@ -14,7 +14,7 @@ New
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:Menu: :menuselection:`Image --> New`
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:Shortcut: :kbd:`Alt-N`
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Creates a new :ref:`image-generated` Image.
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Create a new :ref:`image-generated` Image.
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.. _bpy.ops.image.open:
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@ -28,7 +28,7 @@ Open
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:Menu: :menuselection:`Image --> Open`
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:Shortcut: :kbd:`Alt-O`
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Load image from a file.
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Load an image from a file.
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.. _bpy.ops.image.read_viewlayers:
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|
@ -43,7 +43,7 @@ You can set the editor's display options in this panel.
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Aspect Ratio
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Display aspect for this image. Does not affect rendering.
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Repeat Image
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Tiles the image so it completely fills the editor.
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Tile the image so it completely fills the editor.
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Annotations
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@ -78,7 +78,7 @@ A predominantly dark image would have the highest values toward the left side of
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Use this mode to balance out the tonal range in an image.
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A well-balanced image should have a nice smooth distribution of color values.
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You can drag the mouse in the histogram to adjust its vertical zoom.
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You can drag :kbd:`LMB` in the histogram to adjust its vertical zoom.
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Luma
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Shows a luminosity histogram.
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@ -3,6 +3,13 @@
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Snapping
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********
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Snapping lets you easily align UV elements to others.
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It can be toggled by clicking the magnet icon in the UV Editor's header,
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or more temporarily by holding :kbd:`Ctrl`.
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This page is about the Snap header button; for the Snap menu,
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see :ref:`UV Editing <bpy.ops.uv.snap_selected>`.
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.. _bpy.types.ToolSettings.snap_uv_element:
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Snap To
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@ -14,23 +21,20 @@ Snap To
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:Shortcut: :kbd:`Shift-Ctrl-Tab`
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Increment
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Snap elements along points on a fixed scale.
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These points are defined by the intersection points of the grid
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and the scale of the increments depending on zoom level,
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unless using :ref:`Fixed Subdivisions <bpy.types.SpaceUVEditor.custom_grid_subdivisions>`.
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The Custom Grid can also be used to define a set distance of the scale.
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Snaps to grid points.
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.. note::
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In this context the grid does not mean the visual grid cue displayed.
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Snapping will use the resolution of the displayed grid,
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but all transformations are relative to the initial position (before the snap operation).
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By default, this option won't snap to the grid that's displayed in the editor,
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but an imaginary grid with the same resolution that starts at the selection's
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original location. In other words, it lets you move the selection in "increments" of the
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grid cell size.
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Note, the behavior can be disabled by using *Absolute Grid Snap*.
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If you want to snap to the viewport grid instead, you can enable *Absolute Grid Snap*
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(see below).
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Vertex
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Snap to UV vertices.
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Snaps to the vertex that's closest to the mouse cursor.
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Additional Options
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@ -38,15 +42,16 @@ Additional Options
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.. _bpy.types.ToolSettings.use_snap_uv_grid_absolute:
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Absolute Grid Snap
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Available only for the *Increment* option.
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Snap to the visual grid, instead of snapping in increments relative to the current location.
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Absolute Grid Snap :guilabel:`Increment`
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Snaps to the grid, instead of snapping in increments relative to the current location.
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Target
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Target :guilabel:`Vertex`
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See :ref:`3D Viewport Snapping <bpy.types.ToolSettings.snap_target>` for more information.
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Affect
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======
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Limits the effect of the snap to the transformation type.
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Specifies which transformations are affected by snapping.
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By default, snapping only happens while moving something,
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but you can also enable it for rotating and scaling.
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@ -4,41 +4,42 @@
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Introduction
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************
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The UV Editor is used to map 2D assets like images/textures
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onto 3D objects and edit what are called UVs.
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The UV Editor is used for editing UV maps, which describe how a 2D image should be mapped
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onto a 3D object.
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.. figure:: /images/editors_uv_introduction_main.png
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UV Editor with a UV map and a test grid texture.
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The most flexible way of mapping a 2D texture over a 3D object is a process called "UV mapping".
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In this process, you take your three-dimensional (X, Y & Z) mesh and unwrap it to a flat two-dimensional
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(X & Y ... or rather, as we shall soon see, "U & V") image. Colors in the image are thus mapped to your mesh,
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and show up as the color of the faces of the mesh. Use UV texturing to provide realism to your objects that
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procedural materials and textures cannot do, and better details than Vertex Painting can provide.
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Image textures are typically needed when the desired look is hard to achieve with procedural textures,
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or if the texture is not uniform. For example, a car would only have scratches in a few places where they make sense,
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not in random places all over its body.
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Blender offers a number of projections (Box, Sphere...) that automatically apply a 2D image to a 3D object,
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but these tend to only work for simple meshes. For more complex ones, you need to create a UV map instead.
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This is a flat area where each face of the 3D object is laid out on the 2D image, specifying which part of the
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image it should be textured with. This gives you complete control over the mapping process.
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The name "UV" refers to the axes of the map: U for horizontal, V for vertical. These letters were chosen to
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avoid confusion with "X" and "Y", which refer to axes in 3D space instead.
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UVs Explained
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=============
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The best analogy to understanding UV mapping is cutting up a cardboard box.
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The box is a three-dimensional (3D) object, just like the mesh cube you add to your scene.
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If you were to take a pair of scissors and cut a seam or fold of the box,
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you would be able to lay it flat on a tabletop. As you are looking down at the box on the table,
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The best analogy to understand UV mapping is cutting up a cardboard box.
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If you were to take a pair of scissors and cut along its edges,
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you would be able to spread it out flat on a tabletop. As you are looking down at the table,
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we could say that U is the left-right direction, and V is the up-down direction.
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This image is thus in two dimensions (2D). We use U and V to refer to these
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"texture-space coordinates" instead of the normal X and Y, which are always used
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(along with Z) to refer to the three-dimensional space (3D).
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When the box is reassembled, a certain UV location on the paper is transferred to an (X, Y, Z)
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location on the box. This is what the computer does with a 2D image in wrapping it around a 3D object.
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As a next step, you could put the spread-out box on top of a poster, cut the poster
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to match its shape, glue the poster to the box, and finally reassemble the box.
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You now have a 3D box textured with a 2D image.
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During the UV unwrapping process, you tell Blender exactly how to map the faces of your object (in this case, a box)
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to a flat image in the UV Editor. You have complete freedom in how to do this.
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(Continuing our previous example, imagine that, having initially laid the box flat on the tabletop,
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you now cut it into smaller pieces, somehow stretch and/or shrink those pieces,
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and then arrange them in some way upon a photograph that is also lying on that tabletop.)
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A UV map describes how the box is cut up, and how it's laid out on the poster.
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You have complete freedom in how to do this: if you wanted to, you could cut each individual
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side of the box and position, rotate, scale, and even skew it on the poster
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independently of the other sides.
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Example
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@ -49,46 +50,19 @@ Example
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3D space (XYZ) versus UV space.
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In this image you can easily see that the shape and
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size of the marked face in 3D space is different in UV space.
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This difference is caused by the "stretching" (technically called mapping)
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of the 3D part (XYZ) onto a 2D plane (i.e. the UV map).
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In the above image, a dome in 3D space is flattened into a disc in UV space.
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Each 3D face is then textured with the part of the image it covers in the UV map.
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If a 3D object has a UV map, then, in addition to the 3D coordinates X, Y, and Z,
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each point on the object will have corresponding U and V coordinates.
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The image also demonstrates a common problem in UV maps: distortion. Notice how,
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even though the checkered squares in the 2D texture are all the same size,
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they get different sizes when applied to the 3D dome (they're smaller at the base
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than at the top). This is because the faces in the UV map have different relative
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sizes than in 3D space, which is a result of the flattening process.
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.. note::
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You'll typically want to minimize this distortion by manually guiding and tweaking
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the flattening, using :doc:`seams </modeling/meshes/uv/unwrapping/seams>` for example.
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However, it's not always possible to eliminate it completely.
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On more complex models (like seen in the sphere above)
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there pops up an issue where the faces cannot be cut,
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but instead they are stretched in order to make them flat.
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This helps making easier UV maps, but sometimes adds distortion to the final mapped texture.
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Advantages of UVs
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=================
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While procedural textures are useful -- they never repeat themselves and always "fit" 3D objects
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-- they are not sufficient for more complex or natural objects.
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For instance, the skin on a human head will never look quite right when procedurally generated.
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Wrinkles on a human head, or scratches on a car do not occur in random places,
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but depend on the shape of the model and its usage. Manually-painted images,
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or images captured from the real world gives more control and realism.
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For details such as book covers, tapestry, rugs, stains, and detailed props,
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artists are able to control every pixel on the surface using a UV texture.
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A UV map describes what part of the texture should be attached to each polygon in the model.
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Each polygon's vertex gets assigned to 2D coordinates that define which part of the image gets mapped.
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These 2D coordinates are called UVs (compare this to the XYZ coordinates in 3D).
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The operation of generating these UV maps is also called "unwrap",
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since it is as if the mesh were unfolded onto a 2D plane.
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For most simple 3D models, Blender has an automatic set of unwrapping algorithms that you can easily apply.
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For more complex 3D models, regular Cubic, Cylindrical or Spherical mapping, is usually not sufficient.
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For even and accurate projection, use :doc:`seams </modeling/meshes/uv/unwrapping/seams>` to guide the UV mapping.
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This can be used to apply textures to arbitrary and complex shapes,
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like human heads or animals. Often these textures are painted images,
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created in applications like the Gimp, Krita, or your favorite painting application.
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Interface
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@ -104,7 +78,7 @@ Header
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The header contains several menus and options for working with UVs.
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Sync Selection
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Syncs selection between the UV Editor and the 3D Viewport.
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Synchronizes the selection between the UV Editor and the 3D Viewport.
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See :ref:`Sync Selection <bpy.types.ToolSettings.use_uv_select_sync>` for more details.
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Selection Mode
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@ -112,7 +86,7 @@ Selection Mode
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See :ref:`Selection Mode <bpy.types.ToolSettings.uv_select_mode>` for more details.
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Sticky Selection Mode
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Option to automatically expand selection.
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Which other vertices to select automatically.
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See :ref:`Sticky Selection Mode <bpy.types.ToolSettings.uv_sticky_select_mode>` for more details.
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View
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@ -120,33 +94,54 @@ View
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See :doc:`/editors/uv/navigating`.
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Select
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Tools for :doc:`Selecting UVs </editors/uv/selecting>`.
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Tools for :doc:`selecting UVs </editors/uv/selecting>`.
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Image
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Tools for opening and manipulating images.
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See :doc:`/editors/image/editing`.
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UV
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Contains tools for :doc:`Unwrapping Meshes </modeling/meshes/uv/unwrapping/index>`
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Contains tools for :doc:`Unwrapping Meshes </modeling/meshes/uv/unwrapping/introduction>`
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and :doc:`Editing UVs </modeling/meshes/uv/editing>`.
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Pivot :kbd:`Period`
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See :doc:`/editors/3dview/controls/pivot_point/index`.
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Snap :kbd:`Shift-Tab`
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See :doc:`/editors/uv/controls/snapping`.
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Proportional Editing :kbd:`O`
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See :doc:`Proportional Editing </editors/3dview/controls/proportional_editing>`.
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Image
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A :ref:`data-block menu <ui-data-block>` used for selecting images.
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When an image has been loaded or created in the Image editor,
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the Image panel appears in the *Sidebar region*.
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See :doc:`/editors/image/image_settings`.
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When an image has been loaded or created in the UV Editor,
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the :doc:`Image panel </editors/image/image_settings>` appears in the Sidebar region.
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Image Pin
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When enabled the current image remains visible regardless of the object selection.
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This switching only happens if the 3D Viewport is in Edit Mode or Texture Paint Mode.
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This can be useful to enable when an image is used as a reference.
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Show Gizmo
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Lets you show/hide all gizmos using the toggle button, or specific gizmos using
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the drop-down arrow.
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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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See :ref:`Navigation Gizmos <editors-uv-navigate-gizmos>` for more information.
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Show Overlays
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Lets you show/hide all overlays using the toggle button, or specific overlays
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using the drop-down arrow. See :doc:`/editors/uv/overlays`.
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Active UV Loop Layer
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Select which UV map to use.
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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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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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Enable/disable the gizmos used to pan or zoom the 2D viewport,
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@ -156,25 +151,13 @@ Display Channels
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Select what color channels are displayed.
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:Color & Alpha:
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Replaces transparent pixels with background checkerboard, denoting the alpha channel.
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Enables transparency and shows a checkerboard behind the image.
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:Color:
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Display the colored image, without alpha channel.
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Displays the colored image, without alpha channel.
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:Alpha:
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Displays the Alpha channel a grayscale image.
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White areas are opaque, black areas have an alpha of 0.
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Displays the alpha channel as a grayscale image. White areas are opaque, black areas are transparent.
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:Z-Buffer:
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Display the depth from the camera, from Clip Start to Clip End,
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Displays the depth from the camera, from Clip Start to Clip End,
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as specified in the :doc:`Camera settings </render/cameras>`.
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:Red, Green, Blue:
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Single Color Channel visualized as a grayscale image.
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Tool Settings
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||||
-------------
|
||||
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Pivot
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Similar to working with pivot points in the 3D Viewport.
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:doc:`UV Snapping </editors/uv/controls/snapping>`
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Controls to snap UV points, similar to snapping in the 3D Viewport.
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Proportional Editing
|
||||
See :doc:`Proportional Editing </editors/3dview/controls/proportional_editing>`.
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||||
Single color channel visualized as a grayscale image.
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|
@ -3,20 +3,12 @@
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||||
Navigating
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||||
**********
|
||||
|
||||
The UV Editor has a 2D cursor. Its position can be changed by :kbd:`LMB` clicking in the UV editor
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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.
|
||||
|
@ -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.
|
||||
|
@ -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:
|
||||
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 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).
|
||||
|
||||
: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.
|
||||
: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.
|
||||
|
||||
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>`.
|
||||
|
@ -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
|
||||
======
|
||||
|
||||
|
@ -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.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user