Operadors UV

Referència

Editor:

Mirador 3D

Mode:

Mode edició

Menú:

Capçalera‣ UV

Drecera:

U

Blender offers several ways of mapping UVs. The simpler projection methods use formulas that map 3D space onto 2D space, by interpolating the position of points toward a point/axis/plane through a surface. The more advanced methods can be used with more complex models, and have more specific uses.

Desembolcallar

Referència

Editor:

3D Viewport and UV Editor

Mode:

Mode edició

Menú:

UV ‣ Desembolcallar

Drecera:

U

Flattens the mesh surface by cutting along seams. Useful for organic shapes.

Begin by selecting all the faces you want to unwrap. In the 3D Viewport, select UV ‣ Unwrap or U and select Unwrap. You can also do this from the UV Editor with UV ‣ Unwrap or U. This method will unwrap all faces and reset previous work. The UVs menu will appear in the UV Editor after unwrapping has been performed once.

../../../_images/modeling_meshes_editing_uv_unwrap-example.png

Resultat de desembolcallar la Susanna.

This operation unwraps the faces of the object to provide the «best fit» scenario based on how the faces are connected and will fit within the image, and takes into account any seams within the selected faces. If possible, each selected face gets its own different area of the image and is not overlapping any other faces UVs. If all faces of an object are selected, then each face is mapped to a part of the image.

Truc

A face’s UV image texture only has to use part of the image, not the whole image. Also, portions of the same image can be shared by multiple faces. A face can be mapped to less and less of the total image.

Opcions

The Ajustar última operació panel allows fine control over how a mesh is unwrapped:

Mètode
Basat en angles:

Utilitza Aplanament basat en angle. Aquest mètode facilita un bona representació en 2D d’una malla.

Conforme:

Usa Mapejat conforme de mínims quadrats. Això normalment resulta en un mapejat UV menys precís que el Basat en angle, però funciona millor en objectes més simples.

Estirament mínim:

Usa Mapejat Injectiu Local Escalable - MILE. Això intenta d’equilibrar la distorsió de l’àrea minimitzadora i la distorsió de l’angle minimitzador.

Emplenar forats

Activating Fill Holes will prevent overlapping from occurring and better represent any holes in the UV regions.

Corregir aspecte

Map UVs will take the image’s aspect ratio into consideration. If an image has already been mapped to the Texture Space that is non-square, the projection will take this into account and distort the mapping to appear correctly.

Usar subdivisió de superfície

Map UVs taking vertex position after Subdivision Surface Modifier into account.

Iteracions

El mètode Estirament mínim és iteratiu, tot fent que cada iteració redueixi encara més la distorsió. Aquesta opció ens diu quantes iteracions cal fer servir abans de parar.

Allow Flips

Quan es fa servir el mètode Estirament mínim aquesta acció permet que les cares es capgiren, cosa que a voltes resulta amb menys distorsió quan hi ha fixacions.

Importance Weights

El mètode Estirament mínim té una funció que permet que un grup de vèrtexs amb usador especificat controli la quantitat relativa d’àrea emprada per diferents parts del mapa desembolcallat. Els vèrtexs amb pesos més grans marcaran porcions de la malla en què les seves cares de mapa UV adjacents s’haurien d’estirar més que les àrees de pes més reduït. Quan s’escull aquesta opció, hi ha dues opcions addicionals per controlar-ho:

Atribut:

The name of the vertex group with the weights to be used.

Factor:

Un factor global per multiplicar tots els pesos. Un número més gran comportarà una diferència més exagerada entre àrees de pes alt i de pes baix.

Mètode de marge

El mètode a utilitzar per calcular l’espai buit entre illes.

Escalat:

Usar escala dels UV existents per multiplicar el marge.

Afegir:

Mètode simple, només afegir el marge.

Fracció:

Especifiqueu exactament la fracció del quadrat de la unitat UV per al marge. (Més lent que els altres dos mètodes.)

Marge

L’escala per a l’espai buit entre illes.

Projecció d’UV llesta

Referència

Editor:

Mirador 3D

Mode:

Mode edició

Menú:

UV ‣Projecció UV intel·ligent

Drecera:

U

Smart UV Project, cuts a mesh based on an angle threshold (angular changes in your mesh). This gives you fine control over how automatic seams are created. It is a good method for simple and complex geometric forms, such as mechanical objects or architecture.

This algorithm examines the shape of your object, the selected faces and their relation to one another, and creates a UV map based on this information and settings that you supply.

In the example below, the Smart Mapper mapped all of the faces of a cube to a neat arrangement of three sides on top, three sides on the bottom, for all six sides of the cube to fit squarely, just like the faces of the cube.

../../../_images/modeling_meshes_editing_uv_smart-project.png

Smart UV project on a cube.

For more complex mechanical objects, this operator can quickly and easily create a regular and straightforward UV layout.

Opcions

The Ajustar última operació panel allows fine control over how a mesh is unwrapped:

Límit d’angle

This controls how faces are grouped: a higher limit will lead to many small groups but less distortion, while a lower limit will create fewer groups at the expense of more distortion.

Mètode de marge

El mètode a utilitzar per calcular l’espai buit entre illes.

Escalat:

Usar escala dels UV existents per multiplicar el marge.

Afegir:

Mètode simple, només afegir el marge.

Fracció:

Especifiqueu exactament la fracció del quadrat de la unitat UV per al marge. (Més lent que els altres dos mètodes.)

Mètode de rotació
Alineat a eix:

Rotat a un rectangle mínim, ja sigui vertical o horitzontal.

Alinear a eix (horitzontal):

Rota illes per alinear-les horitzontalment.

Alinear a eix (Vertical):

Rota illes per alinear-les verticalment.

Marge d’illes

This controls how tightly the UV islands are packed together. A higher number will add more space between islands.

Pes d’àrea

Weight projection’s vector by faces with larger areas.

Corregir aspecte

Map UVs will take the image’s aspect ratio into consideration. If an image has already been mapped to the Texture Space that is non-square, the projection will take this into account and distort the mapping to appear correctly.

Escalar a límits

If the UV map is larger than the (0 to 1) range, the entire map will be scaled to fit inside.

Empaquetar luminograma

Referència

Editor:

Mirador 3D

Mode:

Mode edició

Menú:

UV ‣Empacar luminograma

Drecera:

U

Empacar luminograma agafa cadascuna de les cares d’una malla, o cares seleccionades, i les empaqueta dins els límits d’UV. Els luminogrames s’empren sobretot en el revelat en temps real, on la informació d’il·luminació es precuina als mapes de textures, quan es necessita utilitzar el màxim espai d’UV possible. Té diverses opcions que apareixen al plafó Ajustar última operació:

Opcions

Selecció
Cares seleccionades:

Només desembolcalla les cares seleccionades.

Totes les cares:

Desembolcalla la malla sencera.

Compartir espai de textura

This is useful if mapping more than one mesh. It attempts to fit all of the objects” faces in the UV bounds without overlapping.

Nou mapa UV

Si s’utilitzen múltiples malles, aquesta opció crea un nou mapa UV per a cada malla. Vegeu Mapes UV.

Qualitat d’empaquetat

Pre-packing before the more complex Box packing.

Marge

This controls how tightly the UV islands are packed together. A higher number will add more space between islands.

Seguir quads actius

Referència

Editor:

Mirador 3D

Mode:

Mode edició

Menú:

UV ‣ Seguir quads actius

Drecera:

U

Extrapolate UV’s based on the active quad by following continuous face loops, even if the mesh face is irregularly-shaped.

Nota

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.

Nota

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.

Opcions

Mode longitud d’aresta

Method to space UV edge loops.

Uniforme:

Space all UVs evenly, where the shape of the quad in the 3D viewport is ignored.

Longitud:

Each face’s UV’s are calculated based on the edge length.

While this minimizes distortion, adjacent loops may become disconnected.

Mitjana de longitud:

Average space UVs edge length of each loop.

This has the benefit of minimizing distortion, while keeping UV’s connected.

Projecció de cub

Referència

Editor:

Mirador 3D

Mode:

Mode edició

Menú:

UV ‣ Projecció cúbica

Drecera:

U

Cube Projection maps the mesh onto the faces of a cube, which is then unfolded. It projects the mesh onto six separate planes, creating six UV islands. In the UV editor, these will appear overlapped, but can be moved. See Editing UVs.

Opcions

Mida del cub

Set the size of the cube to be projected onto.

Corregir aspecte

Map UVs will take the image’s aspect ratio into consideration. If an image has already been mapped to the Texture Space that is non-square, the projection will take this into account and distort the mapping to appear correctly.

Retallar als límits

Any UVs that lie outside the (0 to 1) range will be clipped to that range by being moved to the UV space border it is closest to.

Escalar a límits

If the UV map is larger than the (0 to 1) range, the entire map will be scaled to fit inside.

Projecció de cilindre

Referència

Editor:

Mirador 3D

Mode:

Mode edició

Menú:

UV ‣ Projecció cilíndrica

Drecera:

U

Normally, to unwrap a cylinder (tube) as if you slit it lengthwise and folded it flat, Blender wants the view to be vertical, with the tube standing «up». Different views will project the tube onto the UV map differently, skewing the image if used. However, you can set the axis on which the calculation is done manually.

Opcions

Direcció
Vista als pols:

Use when viewing from the top (at a pole) by using an axis that is straight down from the view.

Vista a l’equador:

Use if view is looking at the equator, by using a vertical axis.

Alinear a objecte:

Uses the object’s transform to calculate the axis.

Alinear

How to determine rotation around the pole.

Polar ZX:

Polar 0 is on the X axis.

Polar ZY:

Polar 0 is on the Y axis.

Pol

How to handle faces at the poles.

Pinçar:

UVs are pinched at the poles.

Ventall:

UVs are fanned at the poles.

Mantenir costures

Separate projections by islands isolated by seams.

Radi

The radius of the cylinder to use.

Corregir aspecte

Map UVs will take the image’s aspect ratio into consideration. If an image has already been mapped to a Texture Space that is non-square, the projection will take this into account and distort the mapping to appear correctly.

Retallar als límits

Any UVs that lie outside the (0 to 1) range will be clipped to that range by being moved to the UV space border it is closest to.

Escalar a límits

If the UV map is larger than the (0 to 1) range, the entire map will be scaled to fit inside.

Projecció d’esfera

Referència

Editor:

Mirador 3D

Mode:

Mode edició

Menú:

UV ‣ Projecció esfèrica

Drecera:

U

Spherical mapping is similar to cylinder but the difference is that a cylindrical mapping projects the UVs on a plane toward the cylinder shape, while a spherical map takes into account the sphere’s curvature, and each latitude line becomes evenly spaced. Sphere Projection is useful for spherical shapes, like eyes, planets, etc.

Recall the opening cartographer’s approaching to mapping the world? Well, you can achieve the same here when unwrapping a sphere from different points of view. Normally, to unwrap a sphere, view the sphere with the poles at the top and bottom. After unwrapping, Blender will give you an equirectangular projection; the point at the equator facing you will be in the middle of the image. A polar view will give a very different but common projection map. Using an equirectangular projection map of the earth as the UV image will give a good planet mapping onto the sphere.

../../../_images/modeling_meshes_editing_uv_sphere-projection.png

Ús d’una imatge equirectangular amb una Projecció d’esfera.

Opcions

Direcció

Direction of the sphere.

Vista als pols:

Use when viewing from the top (at a pole) by using an axis that is straight down from the view.

Vista a l’equador:

Use if view is looking at the equator, by using a vertical axis.

Alinear a objecte:

Uses the object’s transform to calculate the axis.

Alinear

Select which axis is up.

Polar ZX:

Polar 0 is on the X axis.

Polar ZY:

Polar 0 is on the Y axis.

Pol

How to handle faces at the poles.

Pinçar:

UVs are pinched at the poles.

Ventall:

UVs are fanned at the poles.

Mantenir costures

Separate projections by islands isolated by seams.

Corregir aspecte

Map UVs will take the image’s aspect ratio into consideration. If an image has already been mapped to a Texture Space that is non-square, the projection will take this into account and distort the mapping to appear correctly.

Retallar als límits

Any UVs that lie outside the (0 to 1) range will be clipped to that range by being moved to the UV space border it is closest to.

Escalar a límits

If the UV map is larger than the (0 to 1) range, the entire map will be scaled to fit inside.

Projectar des de vista

Referència

Editor:

Mirador 3D

Mode:

Mode edició

Menú:

UV ‣ Projecció des de vista

Drecera:

U

Project from View takes the current view in the 3D Viewport and flattens the mesh as it appears. Use this option if you are using a picture of a real object as a UV Texture for an object that you have modeled. You will get stretching in areas where the model recedes away from you.

Opcions

Ortogràfica

Apply an orthographic projection.

Marges de càmera

Mapeja els UVS a la regió de càmera tenint en compte la resolució i l’aspecte

Corregir aspecte

Map UVs will take the image’s aspect ratio into consideration. If an image has already been mapped to a Texture Space that is non-square, the projection will take this into account and distort the mapping to appear correctly.

Retallar als límits

Any UVs that lie outside the (0 to 1) range will be clipped to that range by being moved to the UV space border it is closest to.

Escalar a límits

If the UV map is larger than the (0 to 1) range, the entire map will be scaled to fit inside.

Projectar des de vista (Límits)

Referència

Editor:

Mirador 3D

Mode:

Mode edició

Menú:

UV ‣ Projectar des de vista (Límits)

Drecera:

U

Igual que Projectar des de vista, però amb Escalar a marges activat per defecte.

Restablir

Referència

Editor:

3D Viewport and UV Editor

Mode:

Mode edició

Menú:

UV ‣ Restablir

Drecera:

U

Reset UVs maps each face to fill the UV grid, giving each face the same mapping.

If you want to use an image that is tileable, the surface will be covered in a smooth repetition of that image, with the image skewed to fit the shape of each individual face. Use this unwrapping option to reset the map and undo any unwrapping (go back to the start).