UV操作¶
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.
展开¶
参考
- 编辑器:
3D Viewport, UV Editor
- 模式:
编辑模式
- 菜单:
- 快捷键:
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.
选项¶
The 调整上一步操作 panel allows fine control over how the mesh is unwrapped:
- 方法
- 基于角度
使用基于角度的扁平化(ABF)。这种方法能很好地呈现网格的二维效果。
- 共形
Uses Least Squares Conformal Mapping (LSCM). This usually results in a less accurate UV mapping than Angle Based, but performs better on simpler objects.
- 最小拉伸
Uses Scalable Locally Injective Mapping (SLIM). This tries to minimize distortion for both areas and angles.
- 填充洞面
Virtually fill holes in the mesh before unwrapping, to better avoid overlaps and preserve symmetry.
- 使用表面细分
Use the new vertex positions that were calculated by the 表面细分修改器 (rather than the original positions from before any modifiers are run).
- 校正高宽比例
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 图像纹理, and this node should be selected in the 着色器编辑器.
- 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.
- 定距方法
The meaning of the Margin parameter, which determines the size of the empty space between UV islands.
- 已缩放
The Margin is a more or less arbitrary measure with no direct relation to the sizes of the UV islands or the texture.
- 相加
As above, but without the internally calculated scaling factor.
- 分数
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).
- 边距
How much empty space to leave between islands. Controlled by Margin Method.
智能 UV 投射¶
参考
- 编辑器:
3D Viewport, UV Editor
- 模式:
编辑模式
- 菜单:
- 快捷键:
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.
选项¶
The 调整上一步操作 panel allows fine control over how the mesh is unwrapped:
- 角度限制
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.
- 定距方法
The meaning of the Island Margin parameter, which determines the size of the empty space between UV islands.
- 已缩放
The Island Margin is a more or less arbitrary measure with no direct relation to the sizes of the UV islands or the texture.
- 相加
As above, but without the internally calculated scaling factor.
- 分数
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).
- 旋转方法
- 轴对齐
Automatically rotate to avoid wasting space.
- 轴对齐(水平)
旋转孤岛以水平对齐。
- 轴对齐(垂直)
旋转孤岛以垂直对齐。
- 孤岛边距
How much empty space to leave between islands. Controlled by Margin Method.
- 区域权重
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.
- 校正高宽比例
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 图像纹理, and this node should be selected in the 着色器编辑器.
- 缩放至边界框
Stretches the resulting UV map to fill the complete texture.
光照贴图拼排¶
参考
- 编辑器:
3D Viewport, UV Editor
- 模式:
编辑模式
- 菜单:
- 快捷键:
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.
选项¶
The 调整上一步操作 panel allows fine control over how the mesh is unwrapped:
- 选择
- 选中的面
仅展开选中的面。
- 所有的面
展开整个网格。
- 共享纹理空间
You can use 多物体编辑 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.
- 新 UV 贴图
Creates a new UV map instead of overwriting the currently selected one. See UV 贴图.
- 拼排品质
Higher values result in a UV map that wastes less space (but also takes longer to calculate).
- 边距
How much empty space to leave between the faces in the UV map.
沿活动四边面展开¶
参考
- 编辑器:
3D Viewport, UV Editor
- 模式:
编辑模式
- 菜单:
- 快捷键:
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.
Note
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.
Note
The resulting UV map may go out of bounds. You can fix this by manually scaling it down or by using 拼排孤岛.
选项¶
The 调整上一步操作 panel allows fine control over how the mesh is unwrapped:
- 边长度模式
How to calculate the lengths of the UV edges for the newly attached quads.
- 均匀
Give each new UV edge the same length as the UV edge it's extending, regardless of its length on the mesh.
- 长度
Give each new UV edge a length that's proportional to its length on the mesh.
- 平均长度
Give each new UV edge a length that's proportional to the average edge length in its edge ring on the mesh.
立方投影¶
参考
- 编辑器:
3D Viewport, UV Editor
- 模式:
编辑模式
- 菜单:
- 快捷键:
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 拼排孤岛.
The cube is centered on the 轴心点 and aligned to the mesh's local axes.
选项¶
The 调整上一步操作 panel allows fine control over how the mesh is unwrapped:
- 矩形尺寸
The size of the cube to project onto.
- 校正高宽比例
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 图像纹理, and this node should be selected in the 着色器编辑器.
- 裁剪至边界框
Moves any out-of-bounds UVs to the nearest border.
- 缩放至边界框
Stretches the resulting UV map to fill the complete texture.
柱形投影¶
参考
- 编辑器:
3D Viewport, UV Editor
- 模式:
编辑模式
- 菜单:
- 快捷键:
U
Projects the selected faces onto a virtual cylinder, then unrolls that cylinder. The cylinder is centered on the 轴心点, 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 游标.
选项¶
The 调整上一步操作 panel allows fine control over how the mesh is unwrapped:
- Direction, Align
The direction of the cylinder's central axis.
- 赤道视图
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.
- 查看极向轴
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.
- 对齐至物体
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.
- 极点
How to handle vertices that lie on the cylinder's central axis.
- 夹捏
Place all UV versions of the vertex at the same U coordinate. This tends to result in heavily distorted UV faces.
- 扇形
Place each UV version of the vertex at a U coordinate that minimizes distortion.
- 保留缝合边
Cut the mesh along its seams before projecting.
- 半径
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).
- 校正高宽比例
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 图像纹理, and this node should be selected in the 着色器编辑器.
- 裁剪至边界框
Moves any out-of-bounds UVs to the nearest border.
- 缩放至边界框
Stretches the resulting UV map to fill the complete texture.
球形投影¶
参考
- 编辑器:
3D Viewport, UV Editor
- 模式:
编辑模式
- 菜单:
- 快捷键:
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 轴心点, 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 游标.
选项¶
The 调整上一步操作 panel allows fine control over how the mesh is unwrapped:
- Direction, Align
The direction of the sphere's vertical axis.
- 赤道视图
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.
- 查看极向轴
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.
- 对齐至物体
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.
- 极点
How to handle vertices that lie on the sphere's vertical axis. (See 柱形投影 for an example.)
- 夹捏
Place all UV versions of the vertex at the same U coordinate. This tends to result in heavily distorted UV faces.
- 扇形
Place each UV version of the vertex at a U coordinate that minimizes distortion.
- 保留缝合边
Cut the mesh along its seams before projecting.
- 校正高宽比例
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 图像纹理, and this node should be selected in the 着色器编辑器.
- 裁剪至边界框
Moves any out-of-bounds UVs to the nearest border.
- 缩放至边界框
Stretches the resulting UV map to fill the complete texture.
从视角投影¶
参考
- 编辑器:
3D 视图
- 模式:
编辑模式
- 菜单:
- 快捷键:
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.
选项¶
The 调整上一步操作 panel allows fine control over how the mesh is unwrapped:
- 正交
Use an Orthographic projection instead of Perspective.
- 摄像机边界
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 查看活动摄像机.
- 校正高宽比例
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 图像纹理, and this node should be selected in the 着色器编辑器.
- 裁剪至边界框
Moves any out-of-bounds UVs to the nearest border.
- 缩放至边界框
Stretches the resulting UV map to fill the complete texture.
从视角投影(限界)¶
参考
- 编辑器:
3D 视图
- 模式:
编辑模式
- 菜单:
- 快捷键:
U
与从视角投影相同,但默认激活了 缩放至边界框。
重置¶
参考
- 编辑器:
3D Viewport, UV Editor
- 模式:
编辑模式
- 菜单:
- 快捷键:
U
Resets the UV layout of each selected face to fill the whole UV area.