UV & 纹理空间#

UV 贴图#

参考

模式:

所有模式

面板:

Properties ‣ Data ‣ UV Maps

../../../_images/modeling_meshes_uv_uv-texture-spaces_uv-maps.png

The UV Maps panel in the Data tab.#

If you have a mesh object selected, you'll find its UV maps in the Data tab of the Properties editor. After selecting a map, you can view and edit it in the UV editor.

One mesh can have multiple UV maps (e.g. one map per texture), although it's also possible to reuse a UV map for multiple textures.

激活渲染

Click the camera icon to make a certain UV map the default one for rendering. This will be the map that's used by the UV output of the 纹理坐标节点. You can use the UV贴图节点 to access any other maps.

添加 +

Duplicates the selected UV map, or creates a new one if the list is empty.

移除 -

Removes the selected UV map.

纹理空间#

参考

模式:

所有模式

面板:

Properties ‣ Data ‣ Texture Space

This panel lets you configure the object's Texture Space, which is a 3D box used for generating texture coordinates without the use of a UV map. You can visualize the texture space using the option in the 视图显示 panel.

自动纹理空间

Calculates the texture space automatically.

位置、尺寸

Lets you define the texture space manually, relative to the object. Note that you can also edit it in the 3D Viewport -- see Editing below.

Texture Mesh Mesh objects

Use another mesh for texture indices. The vertices of the two objects must be perfectly aligned or the UV map will be distorted.

Match Texture Space Curve objects

Modifies the Location and Size to match the object's bounding box. This disables Auto Texture Space.

编辑#

参考

模式:

物体模式和编辑模式

菜单:

物体 ‣ 变换 ‣ 移动/缩放纹理空间

Click one of these menu items, then move the mouse to adjust the texture space and press LMB to confirm. While transforming, you can use keyboard shortcuts to lock certain axes; see the status bar.

访问#

When setting up a material shader, you can use the Generated output of the 纹理坐标节点 to read the 3D coordinate inside the object's texture space. You can then pass this coordinate to a texture node.

Tip

Texture spaces do not have rotation support. You can use a 映射节点 to manually rotate the coordinate in the material shader instead.