Operadores de UV

Blender proporciona varias formas de desplegar las UV, desde métodos simples que meramente proyectan los vértices de la malla sobre un plano, hasta métodos muy avanzados.

Desplegar

Referencia

Editor:

Vista 3D

Modo:

Modo Edición

Menú:

UV ‣ Desplegar: Basado en ángulos, Desplegar: Conforme, Desplegar: Estiramiento mínimo

Atajo:

U

Referencia

Editor:

Editor de UV

Modo:

Modo Edición

Menú:

UV ‣ Desplegar ‣ Desplegar: Basado en ángulos, Desplegar: Conforme, Desplegar: Estiramiento mínimoUV ‣ Minimizar estiramiento

Atajo:

U

Cuts the selected faces along their seams, flattens them, and lays them out on the UV map. Previously existing UV coordinates are overwritten. Useful for organic shapes.

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

Resultado de desplegar a Suzanne.

Opciones

El panel Ajustar última operación permite un control preciso sobre cómo se desplegará la malla:

Método
Basado en ángulos:

Utilizará un Aplanamiento Basado en Ángulo (ABF en inglés). Este método proporcionará una buena representación 2D de una malla.

Conforme:

Utilice Mapeo Conforme de Mínimos Cuadrados (LSCM en inglés). Esto generalmente proporciona un mapeo UV menos preciso que el Basado en Ángulos, pero funciona mejor para objetos más simples.

Estiramiento mínimo:

Uses Scalable Locally Injective Mapping (SLIM). This tries to minimize distortion for both areas and angles.

Rellenar huecos

Virtually fill holes in the mesh before unwrapping, to better avoid overlaps and preserve symmetry.

Usar Subdividir superficie

Use the new vertex positions that were calculated by the Modificador Subdividir superficie (rather than the original positions from before any modifiers are run).

Corregir proporción

Adjusts the UV mapping to account for the aspect ratio of the image associated with the material. This ensures that UVs are scaled correctly when unwrapping onto non-square textures.

For this option to work, the mesh must have a material with an Image Texture node, and this node must be selected in the Shader Editor.

Iteraciones Estiramiento mínimo

Number of iterations for the Minimum Stretch method, where each iteration reduces the distortion further.

No invertir Estiramiento mínimo

Disallow flipping faces. Allowing it sometimes results in less distortion when there are pins.

Influencias de importancia Estiramiento mínimo

Lets you specify a vertex group to manually influence the size of certain faces in the UV map. Faces around high-weight vertices will take up more space in the UV map than ones around low-weight vertices.

When enabling this option, two more appear:

Grupo de influencias

El nombre del grupo de vértices a ser usado.

Factor de influencias

A global factor to multiply all the weights by. A bigger number will result in a more exaggerated difference between high-weight and low-weight areas.

Método de margen

Permitirá escoger el significado del parámetro Margen, que determinará el tamaño del espacio vacío entre las islas UV.

Escalado

The Margin is a more or less arbitrary measure with no direct relation to the sizes of the UV islands or the texture.

Agregar

As above, but without the internally calculated scaling factor.

Fracción

The Margin is a fraction of the UV bounds. This means that, if you have a 1024x1024 texture and set the Margin to 1/1024, each UV island will have a margin of 1 pixel around it (and islands will be no closer than 2 pixels to each other).

Margen

How much empty space to leave between islands. Controlled by Margin Method.

Proyección UV inteligente

Referencia

Editor:

Vista 3D, Editor de UV

Modo:

Modo Edición

Menú:

UV ‣ Desplegar ‣ Proyección UV inteligente

Atajo:

U

Examines the angles between the selected faces, cuts them along any sharp edges, then projects each separated group of faces along its average normal and lays it out on the UV map. You can also set up seams for additional cutting. This is a good method for, say, mechanical objects or architecture.

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

Proyección UV inteligente sobre una pirámide trunca.

Opciones

El panel Ajustar última operación permite un control preciso sobre cómo se desplegará la malla:

Límite angular

The maximum allowed angle between the normals of adjacent faces before they’re split off from each other. A low limit will create lots of small UV islands with little distortion, while a high limit will create a few large islands with potentially more distortion.

Método de margen

The meaning of the Island Margin parameter, which determines the size of the empty space between UV islands.

Escalado

The Island Margin is a more or less arbitrary measure with no direct relation to the sizes of the UV islands or the texture.

Agregar

As above, but without the internally calculated scaling factor.

Fracción

The Island Margin is a fraction of the UV unit square. This means that, if you have a 1024x1024 texture and set the Island Margin to 1/1024, each UV island will have a margin of 1 pixel around it (and islands will be no closer than 2 pixels to each other).

Método de rotación
Alinear a eje

Automatically rotate to avoid wasting space.

Alinear a eje (horizontal)

Rotará las islas para que queden alineadas horizontalmente.

Alinear a eje (vertical)

Rotará las islas para que queden alineadas verticalmente.

Margen entre islas

How much empty space to leave between islands. Controlled by Margin Method.

Influencia según área

With a value of 0, the projection vector of each face group is simply the average of its face normals. With a value of 1, it’s an average that’s weighted using the faces” areas. Other values blend between the two.

Corregir proporción

Adjusts the UV mapping to account for the aspect ratio of the image associated with the material. This ensures that UVs are scaled correctly when unwrapping onto non-square textures.

For this option to work, the mesh must have a material with an Image Texture node, and this node must be selected in the Shader Editor.

Escalar hasta límites

Estirará el mapa UV resultante para rellenar la textura completa.

Empacar para mapa de iluminación

Referencia

Editor:

Vista 3D, Editor de UV

Modo:

Modo Edición

Menú:

UV ‣ Desplegar ‣ Empacar para mapa de iluminación

Atajo:

U

Places each selected face separately on the UV map. Lightmaps are commonly used for baking lighting information into a texture for use in realtime rendering – as such, they prioritize using as much of the texture as possible, typically resulting in a disconnected and distorted UV map that would be unsuitable for manual texturing work.

Opciones

El panel Ajustar última operación permite un control preciso sobre cómo se desplegará la malla:

Selección
Caras seleccionadas

Sólo desplegará las caras seleccionadas.

Todas las caras

Desenvolverá la malla completa.

Compartir espacio de texturizado

You can use Edición de varios objetos a la vez to generate UV maps for multiple meshes at the same time. When Share Texture Space is enabled, the UV maps won’t overlap each other, so that you can later use the same lightmap texture for all the meshes.

Nuevo mapa UV

Creates a new UV map instead of overwriting the currently selected one. See Mapas UV.

Calidad de empaque

Higher values result in a UV map that wastes less space (but also takes longer to calculate).

Margen

How much empty space to leave between the faces in the UV map.

Seguir cuadriláteros activos

Referencia

Editor:

Vista 3D, Editor de UV

Modo:

Modo Edición

Menú:

UV ‣ Desplegar ‣ Seguir cuadriláteros activos

Atajo:

U

Starts from the active quad and recursively attaches its neighboring, selected mesh quads to its pre-existing UV quad. Non-quad faces are ignored.

Nota

Because the active quad’s UV layout is left unchanged, you’ll typically want to make sure it has the same shape in the UV map as on the mesh before running this unwrap (e.g. by running another type of unwrap on just that face). Otherwise, the distortion will spread to all the other faces.

Nota

The resulting UV map may go out of bounds. You can fix this by manually scaling it down or by using Empacar islas.

Opciones

El panel Ajustar última operación permite un control preciso sobre cómo se desplegará la malla:

Modo longitud bordes

How to calculate the lengths of the UV edges for the newly attached quads.

Uniforme

Give each new UV edge the same length as the UV edge it’s extending, regardless of its length on the mesh.

Longitud

Give each new UV edge a length that’s proportional to its length on the mesh.

Longitud promedio

Give each new UV edge a length that’s proportional to the average edge length in its edge ring on the mesh.

Proyección cúbica

Referencia

Editor:

Vista 3D, Editor de UV

Modo:

Modo Edición

Menú:

UV ‣ Desplegar ‣ Proyección cúbica

Atajo:

U

Projects each selected face onto the most suitable side of a virtual cube, then places all these sides in the UV map, overlapping each other. If you don’t want them to overlap, you can use Empacar islas.

El cubo se encuentra centrado en el Pivote y alineado a los ejes locales de la malla.

Opciones

El panel Ajustar última operación permite un control preciso sobre cómo se desplegará la malla:

Tamaño cubo

El tamaño del cubo sobre el cual proyectar.

Corregir proporción

Adjusts the UV mapping to account for the aspect ratio of the image associated with the material. This ensures that UVs are scaled correctly when unwrapping onto non-square textures.

For this option to work, the mesh must have a material with an Image Texture node, and this node must be selected in the Shader Editor.

Recortar hasta límites

Moves any out-of-bounds UVs to the nearest border.

Escalar hasta límites

Estirará el mapa UV resultante para rellenar la textura completa.

Proyección cilíndrica

Referencia

Editor:

Vista 3D, Editor de UV

Modo:

Modo Edición

Menú:

UV ‣ Desplegar ‣ Proyección cilíndrica

Atajo:

U

Projects the selected faces onto a virtual cylinder, then unrolls that cylinder. The cylinder is centered on the Pivote, which is normally the averaged-out position of the selected faces; however, you can also move it to a different place using e.g. the Cursor 3D.

Opciones

El panel Ajustar última operación permite un control preciso sobre cómo se desplegará la malla:

Dirección, Alinear

La dirección del eje central del cilindro.

Vista en ecuador

Use an axis that’s perpendicular to the viewing direction in the 3D Viewport. If Align is Polar ZX, use the vertical axis of the viewing plane; if it’s Polar ZY, use the horizontal one.

Vista en polos

Use an axis that’s parallel to the viewing direction in the 3D Viewport. Depending on Align, the cylinder will be rotated by 90° around its axis and the UV map will be shifted horizontally by a quarter.

Alinear a objeto

Use the object’s local Z axis. Depending on Align, the cylinder will be rotated by 90° around its axis and the UV map will be shifted horizontally by a quarter.

Polo

Cómo tratar a los vértices que se encuentren sobre el eje central del cilindro.

Pellizcar

Place all UV versions of the vertex at the same U coordinate. This tends to result in heavily distorted UV faces.

Abanico

Place each UV version of the vertex at a U coordinate that minimizes distortion.

../../../_images/modeling_meshes_editing_uv_unwrap-pole.png

Despliegue de la cima de una bóveda.

../../../_images/modeling_meshes_editing_uv_unwrap-pinch.png

Polo en Pellizcar.

../../../_images/modeling_meshes_editing_uv_unwrap-fan.png

Polo en Abanico.

Preservar costuras

Cut the mesh along its seams before projecting.

Radio

Half the height of the cylinder (i.e. not its radius; we’re only using the cylinder for projection, so its radius doesn’t matter).

Corregir proporción

Adjusts the UV mapping to account for the aspect ratio of the image associated with the material. This ensures that UVs are scaled correctly when unwrapping onto non-square textures.

For this option to work, the mesh must have a material with an Image Texture node, and this node must be selected in the Shader Editor.

Recortar hasta límites

Moves any out-of-bounds UVs to the nearest border.

Escalar hasta límites

Estirará el mapa UV resultante para rellenar la textura completa.

Proyección esférica

Referencia

Editor:

Vista 3D, Editor de UV

Modo:

Modo Edición

Menú:

UV ‣ Desplegar ‣ Proyección esférica

Atajo:

U

Projects the selected faces onto a virtual sphere, then flattens that sphere much like a world map: the latitude lines vertical and the longitude lines evenly spaced. This is useful for texturing spherical shapes such as eyes or planets.

The sphere is centered on the Pivote, which is normally the averaged-out position of the selected faces; however, you can also move it to a different place using e.g. the Cursor 3D.

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

Usando una imagen equirrectangular con una Proyección esférica.

Opciones

El panel Ajustar última operación permite un control preciso sobre cómo se desplegará la malla:

Dirección, Alinear

La dirección del eje vertical de la esfera.

Vista en ecuador

Use an axis that’s perpendicular to the viewing direction in the 3D Viewport. If Align is Polar ZX, use the vertical axis of the viewing plane; if it’s Polar ZY, use the horizontal one.

Vista en polos

Use an axis that’s parallel to the viewing direction in the 3D Viewport. Depending on Align, the sphere will be rotated by 90° around its vertical axis and the UV map will be shifted horizontally by a quarter.

Alinear a objeto

Use the object’s local Z axis. Depending on Align, the sphere will be rotated by 90° around its vertical axis and the UV map will be shifted horizontally by a quarter.

Polo

How to handle vertices that lie on the sphere’s vertical axis. (See Proyección cilíndrica for an example.)

Pellizcar

Place all UV versions of the vertex at the same U coordinate. This tends to result in heavily distorted UV faces.

Abanico

Place each UV version of the vertex at a U coordinate that minimizes distortion.

Preservar costuras

Cut the mesh along its seams before projecting.

Corregir proporción

Adjusts the UV mapping to account for the aspect ratio of the image associated with the material. This ensures that UVs are scaled correctly when unwrapping onto non-square textures.

For this option to work, the mesh must have a material with an Image Texture node, and this node must be selected in the Shader Editor.

Recortar hasta límites

Moves any out-of-bounds UVs to the nearest border.

Escalar hasta límites

Estirará el mapa UV resultante para rellenar la textura completa.

Proyectar desde la vista

Referencia

Editor:

Vista 3D

Modo:

Modo Edición

Menú:

UV ‣ Proyectar desde la vista

Atajo:

U

Proyectará las caras seleccionadas sobre el plano de la vista. El mapa UV será esencialmente una captura de la estructura de la malla, tomada desde el ángulo de visión actual de la Vista 3D. Usar esta opción en caso de estarse usando una imagen de un objeto real como una textura. Se obtendrá un estiramiento en áreas en donde el modelo se aparte del plano de la vista.

Opciones

El panel Ajustar última operación permite un control preciso sobre cómo se desplegará la malla:

Ortogonal

Use an Orthographic projection instead of Perspective.

Límites de cámara

Map the borders of the image that would be rendered through the current camera to the borders of the UV map. This option only has an effect when viewing the scene through the camera; see Visualización desde la cámara activa.

Corregir proporción

Adjusts the UV mapping to account for the aspect ratio of the image associated with the material. This ensures that UVs are scaled correctly when unwrapping onto non-square textures.

For this option to work, the mesh must have a material with an Image Texture node, and this node must be selected in the Shader Editor.

Recortar hasta límites

Moves any out-of-bounds UVs to the nearest border.

Escalar hasta límites

Estirará el mapa UV resultante para rellenar la textura completa.

Proyectar desde la vista (hasta límites)

Referencia

Editor:

Vista 3D

Modo:

Modo Edición

Menú:

UV ‣ Proyectar desde la vista (hasta límites)

Atajo:

U

Igual que Proyectar desde la vista, pero con la opción Escalar hasta límites activada de forma predefinida.

Restablecer

Referencia

Editor:

Vista 3D, Editor de UV

Modo:

Modo Edición

Menú:

UV ‣ Restablecer

Atajo:

U

Resets the UV layout of each selected face to fill the whole UV area.