UV Tools
紫外线工具
编辑 UV 组件
Why should UV components be highlighted? For editing purposes. 为什么 UV 组件要突出显示? 为了编辑的目的Each polygon in the Perspective Viewport is always represented in the UV Editor. If an object consists of 487 polygons, the same number will be displayed in the UV Editor. The position, size and rotation of each UV polygon defines that part of the texture on which the corresponding object polygon is displayed.
透视视口中的每个多边形总是在 UV 编辑器中表示。如果一个物体由487个多边形组成,相同的数字将显示在紫外线编辑器。每个紫外线多边形的位置、大小和旋转定义了显示相应对象多边形的纹理部分。
The individual UV polygon is linked to an actual object polygon but is otherwise independent, i.e., you can move, scale or rotate the UV polygon on the texture as you please. The position, size and rotation of the object polygon will remain unaffected. However, its look (if Quick Shading and Textures are enabled in the Viewport’s Display menu; the texture will be displayed on the object in Shading mode) will be affected. Theoretically, you can place each individual UV polygon at the same location of the texture and each object polygon would display the same section of the texture. Please note the following two images with regard to this:
单独的紫外线多边形是链接到一个实际的对象多边形,但是是独立的,也就是说,你可以移动,缩放或旋转的紫外线多边形在纹理上你喜欢。对象多边形的位置,大小和旋转将不受影响。然而,它的外观(如果快速阴影和纹理在 Viewport 的显示菜单中启用,纹理将以阴影模式显示在对象上)将受到影响。理论上,你可以将每个紫外线多边形放置在纹理的相同位置,每个物体多边形将显示纹理的相同部分。关于这一点,请注意以下两张图片:
All vor UV polygons lie above the A. If, for example, you move a polygon over the B and then rotate it and scale it down, the following will result>
例如,如果你把一个多边形移动到 b 上,然后旋转并缩小它,结果会是 >
How the UV coordinates work is shown even more clearly in the image below
在下面的图片中,UV 坐标是如何更清楚地显示的
In the image on the right you can see how the UV mesh can be manipulated to achieve the desired result. At the top right, the original UV mesh has been scaled down and moved to empty regions of the texture.
在右边的图像中,你可以看到如何操纵 UV 网格来达到想要的效果。在右上角,原始的 UV 网格被缩小并移动到纹理的空白区域。
The UV polygons in the center row were each positioned over the respective letters.
中间一行的紫外线多边形分别放置在各自的字母上。
The tools described in the following sections work analogous with the selected points. To provide a better overview, the functions are only described using polygons as examples. If a function differs with regard to points, this will of course be mentioned.
下面几节描述的工具与选定的点类似。为了提供更好的概述,函数仅使用多边形作为示例进行描述。如果一个函数关于点不同,当然会提到这一点。
Tip: 提示:Note that the options for the tools described in the following differ in part, depending if the focus is on the
Texture UV Editor (UV Mode
请注意,下面描述的工具的选项部分不同,取决于焦点是在纹理 UV 编辑器(UV 模式启用)还是在3D 视口。这些描述指向紫外线功能。
紫外线模式
选择
走开
比例
非均匀比例尺
轮流
剪切 u/剪切 v
磁铁
紫外线的转化