编辑
展开之后,要对UV进行整理,使之可以用于贴图或绘制。编辑要达到的效果是:
将一些碎片(UV贴图)重新缝合到一起。
最大化地利用图像空间。
对细节面进行放大。
调整/缩放被拉伸的面。
缩小过于粗糙和细节过多的面。
使用最小的给定空间,让大多数像素点给予UV贴图尽可能多的细节和精度。一个UV面可以小到一个像素(组成整张图像的小点)大小,也可以达到填满整个图像。你可能需要先做一些大的调整,然后再对布局进行微调。
变换
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 工具:
- 菜单:
移动 G
旋转 R
缩放 S
切变 Shift-Ctrl-Alt-S
锁定轴向
在执行变换操作时,按下 X 或者 Y 可以锁定变换的轴向。同时,按住 MMB 也可以限制变换轴向为X或Y轴。
随机
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
Randomize the scale, rotation and offset of selected UV islands. The Randomize Transform tool in the UV editor works similar to Randomize Transform tool in the 3d view.
- 随机种
Changes the random seed used by the pseudo-random number generator, producing a different transform result for each seed value.
- 位置
Amount to randomize location.
- 旋转
Amount to randomize rotation.
- 等比例缩放
Apply the same scale to the U coordinate and V coordinate.
- 比例|缩放
Amount to randomize scale in U and V coordinates.
镜像
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
- 快捷键:
Ctrl-M
可以通过X轴或Y轴镜射UV:
镜射X
镜像Y
您也可以使用热键 X 或 Y ,或者按住 MMB 并沿镜像方向拖动。
复制镜像UV坐标
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
将镜像所得网格一侧的UV复制到另一侧。仅影响选中顶点(两侧)。
- 轴线方向
正向/负向
- 精度
查找顶点副本的容差。
吸附
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
- 快捷键:
Shift-S
UV编辑器中的吸附与 3D视图中的吸附 类似。吸附到像素点选项需要以载入图像为前提。
- 选中项到像素点
Moves selection to nearest pixel. See also Round to Pixels below.
- 选中项到游标
移动选中项到2D游标位置。
- 选中项到游标(偏移)
移动选中项到2D游标位置,同时维持各选中顶点与选中项中心点的偏移。
- 选中项到临近未选项
移动选中项到临近(共用顶点)的未选中元素。
- 游标到像素点
吸附游标至最近像素点。
- 游标到选中项
移动游标至选中项中心点。
- 游标到原点
将游标放置到世界的原点(位置0,0,0)。
合并
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
- 快捷键:
M
- 到中心
将选中项上/下移一位。
- 到游标
移动选中项到2D游标位置。
- 按距离
合并指定 合并距离 内的选定 UV。
拆分
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
- 快捷键:
Alt-M
- 选中项 Y
将选中项与其他网格拆分(断开)。会对边界线的未选中元素进行复制。
要注意的是 "复制元素" 仍位于原来的位置,所以需要使用 G 移动后才能看的比较清楚...
展开
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
- 快捷键:
U
Blender提供了几种UV映射方式。比较简单的投影方法使用三维空间到二维空间的映射公式,将点的位置朝点/轴面确定的表面插值。更高级的方法可以用于更加复杂的模型,并有更具体的用途。
钉固和取消钉固
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
- 快捷键:
P, Alt-P
钉固UV可以防止多次展开操作后的UV顶点移动。在模型展开时,有时需要 "锁定" 特定的UV顶点,以使部分UV保持原本形状和/或原本位置。选择UV,然后选择 UV 菜单的 钉固 选项或快捷键 P ,即可钉固UV。快捷键 Alt-P 用于 取消钉固。
在对生物体展开UV时,钉固是十分高效的。使用 镜像修改器 建模就是一个例子。镜像轴上的UV顶点是与其镜像部分共用的。可以钉固中心线对应的UV顶点,然后将其X轴对齐,固定这些顶点的位置。
The sculpting tools, Pinch and Relax, will not move any pinned UVs. This allows you to pin the borders, or around interior holes, and gives even more control to the sculpt tools.
Pinning also works great with the Live Unwrap tool. If you pin two or more UVs, with Live Unwrap on, moving or scaling the pinned UVs will interactively unwrap the model. You can even use the Grab sculpting tool to move the pinned UVs. This helps with fitting a UV island to a certain shape or region.
反转钉选
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
Pin all un-pinned selected UVs and un-pin all currently selected pinned UVs.
标记/清除缝合边
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
见 缝合边。
沿孤岛边界生成缝合边
参考
- 模式:
视图模式
- 菜单:
将现有UV孤岛边界标记为缝合边,可用于修改已展开网格的UV。
拼排孤岛
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
The Pack Islands tool can be used to optimize the UV layout by adjusting existing islands to efficiently fill the Texture Space. Based on the options selected, the tool will scale, translate and rotate the islands, ensuring a specified margin exists between them to maximize the usage of the UV space. Pinned islands can have additional restrictions applied to customize the packing process even further.
- 定形方法
The method to use when considering the shape of each island.
- 精确外形(凹形):
Use the complete shape of the island, including filling any holes or concave regions around the island.
- 边界形状(凸面):
Takes into account the boundary (Convex Hull) of the island. This method will not place islands inside holes.
- 边界框:
Uses the simple bounding box of the island.
- 比例|缩放
Scale the islands to fill the unit square, or pack islands towards the lower left corner.
- 旋转
Allows the rotation of islands, as well as translation and scaling, to optimize texture usage.
- 旋转方法
The allowable rotations to use for each each island.
- 任意:
Any rotation which improves the packing is allowed.
- 轴对齐:
The island will first be rotated into a smallest rectangle. Additional rotation will only be in 90-degree turns.
- 原始:
Like the four cardinal directions on a compass, North, South, East and West, only 90-degree turns will be allowed.
- 定距方法
The method to use when calculating the empty space between islands.
- 已缩放:
Use scale of existing UVs to multiply margin. (The default from Blender 3.3 and later.)
- 相加:
Simple method, just add the margin. (This is the default margin scale from Blender 2.8 and earlier.)
- 分数:
Precisely specify the fraction of the UV unit square for margin. (Slower than other two methods.)
- 边距
The scale for the empty space between islands.
- 锁定钉固的孤岛
An island which has any of its UVs pinned is considered a Pinned Island. With this option, Pinned Islands will be unable to move. The other islands will pack around them.
- 锁定方法
Change the way Pinned Islands are packed
- 比例|缩放:
已钉固的孤岛缩放值不可变。
- 旋转:
已钉固的孤岛不可旋转。
- 旋转和缩放:
Pinned Islands can translate, but not scale nor rotate.
- 合并重叠
Before the main packing operation, overlapping islands are detected and temporarily combined. During packing, the relative rotation and position of the merged islands are preserved.
- 拼排至
Determines the final placement of UV islands after completing the packing operation.
- 最近的UDIM:
Pack islands to the UDIM grid nearest to the center of the selection.
- 活动 UDIM:
Pack islands to the active UDIM image tile or, if no image is available, the UDIM grid tile where the 2D cursor is located.
- 原始边界框:
Find the original bounding box of the selection, packs the islands, and then moves them back inside the original box.
Note
The performance of the Pack Islands operator is heavily affected by the options selected, and sometimes the options can combine in different ways to produce unexpectedly slower results.
The fastest results can be obtained by using the "Bounding Box" shape method and the "Add" margin method.
Although enabling the "Rotate" option slightly impacts performance, it will often enhance efficiency, making it a good choice to always keep enabled.
However the "Fraction" margin method requires significantly more computation to find the exact scale. For certain layouts, it may even take up to 10 times longer to complete then using the simpler "Add" or "Scaled" methods.
Similarly, the "Exact shape" and "Boundary shape" methods are much slower than the simple "Bounding Box" method.
孤岛比例平均化
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
使用 孤岛比例均匀化 工具,会对每个孤岛执行缩放,使其获得近似的缩放比例。
- 非均匀
通过独立缩放U轴和V轴,减少岛屿内的平均纹理拉伸。
- 切变
通过对U轴的剪切,减少岛屿内的平均纹理剪切。
最小化拉伸
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
The Minimize Stretch tool, reduces UV stretch by minimizing the difference between the angles in 3D and the angles in UV space. This tool is similar to the Relax brush sculpt tool with the Geometry Relaxation Method, but uses a different algorithm.
- 填充洞面
Just during minimize stretch, internal holes will be filled with temporary polygons to prevent stretching and overlaps of the surrounding UVs.
- 混合
The fraction between 0 and 1 of the original UVs to blend in once the stretch is minimized. A blend of 0 is the fully minimized stretch. Blend of 0.5 is halfway between the original UVs and the minimize stretch UVs.
- 迭代
More iterations result in smoother UVs, but take longer to process.
缝合
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
- 快捷键:
Alt-V
缝合 工具,将连接共享顶点的选定UV。你可以在 调整上一步操作 面板中通过激活 使用限制 和调整 限制距离 来设置该工具以限制缝合的距离。
对齐
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
- 快捷键:
Shift-W
对齐 工具将把选定的UV移动到一条线上,这条线由 轴向 以不同方式指定。
拉直*选项将在两个端点之间计算出一条线段,并将所有选定的UV移动到这条线上。
X 对齐 和 Y 对齐 选项将把所有选择的UV轴对齐到当前选择的中点。
- 轴向
- 拉直:
将 UV 移动到直线段上的最近点。
- X 向拉直:
将 U 坐标移动到直线上。
- Y 向拉直:
将 V 坐标移动到直线上。
- 对齐X轴:
将 U 坐标移动到所选内容的中点。
- 对齐Y轴:
将 V 坐标移动到所选内容的中点。
- 自动对齐:
选择自动 对齐 X 或 对齐 Y。
对齐旋转
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
The Align Rotation tool aligns entire islands to either the U or V axis.
The tool has three different methods of operation. The different methods specify the source for the alignment, and also whether to align with both the U and V axes, or just the V axis alone.
When using the Auto method, islands are aligned so that UV edges are aligned to either the U axis or the V axis. This method works best with quads and meshes representing organic subjects.
When using the Edge method, only the selected edges are considered, and the islands will be aligned such that the selected edges are aligned with the V axis. This method works with the selection, so it works best when a particular edge, or edge loop, needs to be aligned in UV coordinates.
When using the Geometry method, the geometry is taken into consideration. Either the X axis, the Y axis, or the Z axis can be used. Suppose the X axis is chosen. Using this method, edges which have a positive extent in the X axis will be rotated in the UV map so that the edge extends upwards in the V axis. This method works best to align multiple islands which share some common geometric property, either in the X, Y or Z axis.
Note that in the Auto method, edges can end up aligned either up or down or left or right depending on the orientation of the island prior to activating the tool. In the Edge method, the alignment of selected edges can be either up or down in the V axis, whatever is closest to the current orientation of the UV island. By comparison, in the Geometry method, the alignment will always be pointing up in the V axis, ignoring any previous orientation.
复制UV
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
For each selected UV island, the Copy UVs tool will copy it's topology and UV coordinates into a temporary clipboard for later use with the Paste UVs tool.
Note
The Copy UVs tool currently uses an internal clipboard which is not shared between instances of blender.
粘贴UV
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
For each selected UV island, the Paste UVs tool will attempt to match the topology of an island stored in the internal clipboard. If a match is found, the UVs stored in the clipboard for the original island will be pasted onto the currently selected island.
For example, if a triangle attached to a quad attached to a quad is in the clipboard, then a different triangle <=> quad <=> quad is selected, then the topologies match, and the UVs will be pasted over the current selection.
For best results, you may want to use the Rip tool, or
, prior to using Paste UVs.显示/隐藏面
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
恢复显示隐藏项 Alt-H
隐藏选中项 H
隐藏未选项 Shift-H
导出UV布局图
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
如果您使用的是外部应用进程,则需要知道要绘制的网格上的位置。
Note
该 插件 默认激活。
衰减编辑
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 标题栏:
- 菜单:
- 快捷键:
O
在UV编辑中可以进行衰减编辑。这些控件与3D视图中的控件是一样的,请参见 3D中的衰减编辑 以获得完整的参考资料。
UV选项
参考
- 编辑器:
UV编辑器
- 模式:
编辑模式
- 菜单:
- 实时展开
在转换钉住的顶点时,持续地解开选定的UV岛。注意,这与三维视口中的 实时展开 选项不同。
- 吸附像素
During UV transforms, you can use Round to Pixels to help with matching features in the image or ensure your UVs have precise horizontal, vertical or diagonal alignment.
Note that Round to Pixels is applied after any snapping modes.
- 禁用:
UVs will not be rounded.
- 拐角:
Will force the UVs to round to the corner of the nearest pixel of an image if loaded.
- 中心:
Will force the UVs to round to the center of the nearest pixel of an image if loaded.
- 约束至画布边缘
对于标准纹理,这个选项可以防止UV被移动到0到1的UV范围之外。对于 UDIMs 纹理,此选项可以防止UV被移动到最近的UDIM瓦片之外。
3D 视图
旋转 UV
参考
- 编辑器:
3D 视图
- 模式:
编辑模式
- 菜单:
UV贴图的朝向是由每个面定义的。比如,如果图像是上下颠倒的或者侧向的,可以使用
(3D视图的面选择模式下)菜单对每个面的UV旋转90度。翻转 UV
参考
- 编辑器:
3D 视图
- 模式:
编辑模式
- 菜单:
工具对UV面进行逐面镜射,翻转图像,显示颠倒的图像。