Операторы меню «UV»

Blender offers several ways of mapping UVs, going from simple ones that merely project the mesh’s vertices onto a plane to more advanced ones.

Развернуть (unwrap)

Ссылка

Редактор:

3D Viewport, UV Editor

Режим (mode):

Режим редактирования (edit mode)

Меню:

UV ‣ Unwrap ‣ Angle Based, Conformal, Minimum Stretch

Горячая клавиша:

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

Результат развёртки Сюзанны.

Опции (options)

The Настроить последнюю операцию (adjust last operation) panel allows fine control over how the mesh is unwrapped:

Метод (method)
На основе углов (angle based)

Использует «уплощение на основе углов (ABF)». Этот метод даёт хорошее 2D-представление меша.

Согласованно (conformal)

Использует «согласованное отображение наименьших квадратов (LSCM)». Обычно это приводит к менее точному UV-отображению, чем на основе углов, но работает лучше на более простых объектах.

Минимальное растяжение (minimum stretch)

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

Заполнить отверстия (fill holes)

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

Использовать подразделение поверхности (use subdivision surface)

Use the new vertex positions that were calculated by the Модификатор «Подразделение поверхности» (subdivision surface modifier) (rather than the original positions from before any modifiers are run).

Коррекция соотношения сторон (correct aspect)

By default, when you unwrap a square face onto a non-square texture, the face will appear stretched. You can enable Correct Aspect to prevent this. Note that for this to work, the mesh should have a material with an Нода «Текстура изображения» (image texture node), and this node should be selected in the Редактор шейдеров (shader editor).

Iterations Minimum Stretch

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

No Flip Minimum Stretch

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

Importance Weights Minimum Stretch

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:

Weight Group

The name of the vertex group to use.

Weight Factor

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.

Метод отступа (margin method)

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

По масштабу (scaled)

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

Добавить (add)

As above, but without the internally calculated scaling factor.

Дробная часть (fraction)

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).

Отступ (margin)

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

Умное UV-проецирование (smart UV project)

Ссылка

Редактор:

3D Viewport, UV Editor

Режим (mode):

Режим редактирования (edit mode)

Меню:

UV ‣ Unwrap ‣ Smart UV Project

Горячая клавиша:

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

Smart UV project on a truncated pyramid.

Опции (options)

The Настроить последнюю операцию (adjust last operation) panel allows fine control over how the mesh is unwrapped:

Ограничение угла (angle limit)

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.

Метод отступа (margin method)

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

По масштабу (scaled)

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

Добавить (add)

As above, but without the internally calculated scaling factor.

Дробная часть (fraction)

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).

Метод поворота (rotation method)
По оси (axis-aligned)

Automatically rotate to avoid wasting space.

По оси (горизонтальная) (axis-aligned (horizontal))

Повернуть острова так, чтобы они выровнялись по горизонтали.

По оси (вертикальная) (axis-aligned (vertical))

Повернуть острова так, чтобы они выровнялись по вертикали.

Отступ для островов (island margin)

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

Влияние площади (area weight)

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.

Коррекция соотношения сторон (correct aspect)

By default, when you unwrap a square face onto a non-square texture, the face will appear stretched. You can enable Correct Aspect to prevent this. Note that for this to work, the mesh should have a material with an Нода «Текстура изображения» (image texture node), and this node should be selected in the Редактор шейдеров (shader editor).

Масштабировать по границам (scale to bounds)

Stretches the resulting UV map to fill the complete texture.

Развернуть для карты освещения (lightmap pack)

Ссылка

Редактор:

3D Viewport, UV Editor

Режим (mode):

Режим редактирования (edit mode)

Меню:

UV ‣ Unwrap ‣ Lightmap Pack

Горячая клавиша:

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.

Опции (options)

The Настроить последнюю операцию (adjust last operation) panel allows fine control over how the mesh is unwrapped:

Выделение (selection)
Выделенные грани (selected faces)

Разворачивает только выделенные грани.

Все грани (all faces)

Разворачивает весь меш.

Общее текстурное пространство (share texture space)

You can use Редактирование нескольких объектов 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.

Создать UV-карту (new UV map)

Creates a new UV map instead of overwriting the currently selected one. See UV-Карты (UV maps).

Качество упаковки (pack quality)

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

Отступ (margin)

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

Следовать активным граням (follow active quads)

Ссылка

Редактор:

3D Viewport, UV Editor

Режим (mode):

Режим редактирования (edit mode)

Меню:

UV ‣ Unwrap ‣ Follow Active Quads

Горячая клавиша:

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.

Примечание

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.

Примечание

The resulting UV map may go out of bounds. You can fix this by manually scaling it down or by using Упаковать острова (pack islands).

Опции (options)

The Настроить последнюю операцию (adjust last operation) panel allows fine control over how the mesh is unwrapped:

Режим длины граней (edge length mode)

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

Равномерно (even)

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

Длина (length)

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

Средняя длина (length average)

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

Проекция куба (cube projection)

Ссылка

Редактор:

3D Viewport, UV Editor

Режим (mode):

Режим редактирования (edit mode)

Меню:

UV ‣ Unwrap ‣ Cube Projection

Горячая клавиша:

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 Упаковать острова (pack islands).

The cube is centered on the Центр трансформации (pivot point) and aligned to the mesh’s local axes.

Опции (options)

The Настроить последнюю операцию (adjust last operation) panel allows fine control over how the mesh is unwrapped:

Размер куба (cube size)

The size of the cube to project onto.

Коррекция соотношения сторон (correct aspect)

By default, when you unwrap a square face onto a non-square texture, the face will appear stretched. You can enable Correct Aspect to prevent this. Note that for this to work, the mesh should have a material with an Нода «Текстура изображения» (image texture node), and this node should be selected in the Редактор шейдеров (shader editor).

Отсекать по границам (clip to bounds)

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

Масштабировать по границам (scale to bounds)

Stretches the resulting UV map to fill the complete texture.

Проекция цилиндра (cylinder projection)

Ссылка

Редактор:

3D Viewport, UV Editor

Режим (mode):

Режим редактирования (edit mode)

Меню:

UV ‣ Unwrap ‣ Cylinder Projection

Горячая клавиша:

U

Projects the selected faces onto a virtual cylinder, then unrolls that cylinder. The cylinder is centered on the Центр трансформации (pivot point), 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 3D-Курсор (3D cursor).

Опции (options)

The Настроить последнюю операцию (adjust last operation) panel allows fine control over how the mesh is unwrapped:

Direction, Align

The direction of the cylinder’s central axis.

Вид на экватор (view on equator)

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.

Вид на полюсы (view on poles)

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.

Выровнять по объекту (align to object)

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.

Полюс (pole)

How to handle vertices that lie on the cylinder’s central axis.

Щипок (pinch)

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

Веер (fan)

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

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

Unwrapping the top of a dome.

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

Pole set to Pinch.

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

Pole set to Fan.

Сохранять швы (preserve seams)

Cut the mesh along its seams before projecting.

Радиус (radius)

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).

Коррекция соотношения сторон (correct aspect)

By default, when you unwrap a square face onto a non-square texture, the face will appear stretched. You can enable Correct Aspect to prevent this. Note that for this to work, the mesh should have a material with an Нода «Текстура изображения» (image texture node), and this node should be selected in the Редактор шейдеров (shader editor).

Отсекать по границам (clip to bounds)

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

Масштабировать по границам (scale to bounds)

Stretches the resulting UV map to fill the complete texture.

Проекция сферы (sphere projection)

Ссылка

Редактор:

3D Viewport, UV Editor

Режим (mode):

Режим редактирования (edit mode)

Меню:

UV ‣ Unwrap ‣ Sphere Projection

Горячая клавиша:

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 Центр трансформации (pivot point), 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 3D-Курсор (3D cursor).

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

Использование равнопромежуточного изображения оператором Sphere Projection.

Опции (options)

The Настроить последнюю операцию (adjust last operation) panel allows fine control over how the mesh is unwrapped:

Direction, Align

The direction of the sphere’s vertical axis.

Вид на экватор (view on equator)

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.

Вид на полюсы (view on poles)

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.

Выровнять по объекту (align to object)

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.

Полюс (pole)

How to handle vertices that lie on the sphere’s vertical axis. (See Проекция цилиндра (cylinder projection) for an example.)

Щипок (pinch)

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

Веер (fan)

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

Сохранять швы (preserve seams)

Cut the mesh along its seams before projecting.

Коррекция соотношения сторон (correct aspect)

By default, when you unwrap a square face onto a non-square texture, the face will appear stretched. You can enable Correct Aspect to prevent this. Note that for this to work, the mesh should have a material with an Нода «Текстура изображения» (image texture node), and this node should be selected in the Редактор шейдеров (shader editor).

Отсекать по границам (clip to bounds)

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

Масштабировать по границам (scale to bounds)

Stretches the resulting UV map to fill the complete texture.

Проекция из вида (project from view)

Ссылка

Редактор:

3D-Вьюпорт (3D viewport)

Режим (mode):

Режим редактирования (edit mode)

Меню:

UV ‣ Проекция из вида UV ‣ Project from View

Горячая клавиша:

U

Projects the selected faces onto the view plane. The UV map essentially becomes a wireframe picture of the mesh, taken in the 3D Viewport at the current viewing angle. Use this option if you are using a picture of a real object as a texture. You will get stretching in areas where the model recedes away from you.

Опции (options)

The Настроить последнюю операцию (adjust last operation) panel allows fine control over how the mesh is unwrapped:

Ортогональ (orthographic)

Use an Orthographic projection instead of Perspective.

Границы камеры (camera bounds)

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 Вид из активной камеры.

Коррекция соотношения сторон (correct aspect)

By default, when you unwrap a square face onto a non-square texture, the face will appear stretched. You can enable Correct Aspect to prevent this. Note that for this to work, the mesh should have a material with an Нода «Текстура изображения» (image texture node), and this node should be selected in the Редактор шейдеров (shader editor).

Отсекать по границам (clip to bounds)

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

Масштабировать по границам (scale to bounds)

Stretches the resulting UV map to fill the complete texture.

Проекция из вида (вписать в границы) (project from view (bounds))

Ссылка

Редактор:

3D-Вьюпорт (3D viewport)

Режим (mode):

Режим редактирования (edit mode)

Меню:

UV ‣ Проекция из вида (вписать в границы) UV ‣ Project from View (Bounds)

Горячая клавиша:

U

То же самое, что и оператор Project from View, но с активированным по умолчанию «масштабированием по границам».

Сбросить (reset)

Ссылка

Редактор:

3D Viewport, UV Editor

Режим (mode):

Режим редактирования (edit mode)

Меню:

UV ‣ Сбросить UV ‣ Reset

Горячая клавиша:

U

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