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UV Settings 紫外线设置Display 展示Filter 过滤器Back 回来

Display

展示

UV Display

紫外线显示器

Use this option to enable/disable the display of all UV-specific elements both in the Texture UV Editor and the Perspective Viewport.

使用此选项可以在纹理 UV 编辑器和透视视口中启用/禁用所有 UV 特定元素的显示。

Overlays

覆盖

Pins

别针

This option will color UV Pins that, for example, are used by the Relax UV algorithm.

此选项将为 UV 图钉着色,例如,由 Relax UV 算法使用的图钉。

Boundaries

界限

Here you can define how the edges of UV Islands should be displayed. You can select from the following options:

在这里你可以定义紫外线岛的边缘应该如何显示。你可以从以下选项中选择:

  • None 没有: No special display, UV Islands will not be highlighted : 没有特别显示,不会突出显示紫外线岛屿
  • Seams 接缝: The UV Seams and therewith the UV Islands will be highlighted. UV Seams are the edges that you defined as fold edges for unwrapping the UV mesh (or that are automatically defined). : 紫外线接缝及其与紫外线岛将突出显示。紫外线接缝的边缘,你定义为折边展开紫外线网格(或自动定义)
  • Connectivity 连接性: UV Seams whose geometry share an edge will be displayed with the same color. This lets you see where UV Islands dock onto each other (see the image : 几何边缘相同的接缝将以相同的颜色显示。这可以让你看到 UV 岛对接到彼此(见图像here 这里 where the ears are connected under 耳朵连在哪里Edges 边缘). UV Island seams (e.g., on an unwrapped sphere), that dock to themselves are always colored white. ).紫外线岛接缝(例如,在一个未包装的球体上) ,码头本身总是被涂成白色

UV Mesh

紫外线网

This option can be used to display/hide the points, edges or polygons of the UV mesh in the Texture UV Editor. Selected elements will still be displayed independently of this setting.

此选项可用于在纹理 UV 编辑器中显示/隐藏 UV 网格的点、边缘或多边形。选定的元素仍将独立于此设置显示。

Shading

阴影

This setting can be used to overlap the background or texture with UV mesh or UV Islands in accordance to a definable Transparency:

这个设置可以用来重叠背景或纹理与 UV 网格或 UV 岛根据一个可定义的透明度:

Lines

台词

The UV Islands will not be colored, the background or texture beneath the UV mesh will be completely visible. The UV Mesh setting (see above) defines if points, edges or polygons (in other words lines) should be displayed.

岛屿的紫外线将不会着色,背景或纹理下的紫外线网将是完全可见的。UV 网格设置(见上文)定义了是否点,边缘或多边形(换句话说,线)应该显示。

Overlapping Polygons

重叠多边形

For UV meshes, overlapping of the mesh is often not wanted (exception: symmetrical UV Islands are often congruent). If this option is enabled, this overlapping will be displayed in bright red (see here).

对于 UV 网格,通常不需要网格的重叠(例外: 对称的 UV 岛通常是全等的)。如果启用此选项,这个重叠部分将显示为亮红色(见此处)。

Filled Polygons

填充多边形

UV Islands are filled with a single color so available UV surfaces can be easily recognized. Polygon regions with reversed Normals will by the way be colored blue (note that the reversed UV polygon is not necessarily a reversed polygon and vice-versa).

紫外线岛由单一颜色填充,因此可用的紫外线表面可以很容易地识别。法线反转的多边形区域将被染成蓝色(注意反转的紫外线多边形不一定是反转的多边形,反之亦然)。

Multi-Color Islands

多色岛屿

Each UV Island will be assigned a random color so that they can be more easily differentiated both in the Texture UV Editor and the Perspective Viewport.

每个紫外线岛将被分配一个随机的颜色,以便他们可以更容易地在纹理紫外线编辑器和透视视口区分。

Distortion

失真

After each distortion of the UV mesh it will be colored blue (stretched), red (squashed) or light gray (undistorted). See also below.

在紫外线网格的每一次扭曲后,它将被染成蓝色(拉伸)、红色(压扁)或浅灰色(未扭曲)。另见下文。

What are distorted (stretched and squashed) UVs?

什么是扭曲(拉伸和挤压)的 uv?

An unwrapped pipe. Center: only one UV Island but with a large distortion. Right: numerous UV Islands but with almost no distortion. 一根未缠绕的管子。中心: 只有一个紫外线岛,但有很大的失真。右图: 无数的紫外线岛屿,但几乎没有扭曲

The proportions of ideal UV polygons resemble those of the corresponding object. Only then can textures be positioned on the object without distortion. An optimal unwrapped mesh would then be gray with as few seams (or UV Islands) as possible. This, however, is itself contradictory and you will have to make a compromise.

理想的紫外线多边形的比例与相应物体的比例相似。只有这样,纹理才能不失真地放置在对象上。一个最佳的未包裹的网格将是灰色的,尽可能少的接缝(或 UV 岛)。然而,这本身就是矛盾的,你必须做出妥协。

In times of Projection Painting, these criteria are, however, of less importance (you primarily have to make sure that UV meshes are free from overlapping).

然而,在投影绘画时代,这些标准并不那么重要(你首先必须确保 UV 网格没有重叠)。

Another method to determine the degree to which the UV mesh is distorted is to enable BackgroundUV Map (Background tab) in the UV Settings. A tile texture will be placed onto the object, taking the UV mesh into consideration.

另一种确定 UV 网格扭曲程度的方法是在 UV 设置中启用 BackgroundUV Map (背景选项卡)。一个瓷砖纹理将被放置在对象上,考虑到紫外线网格。

Opacity[0..100%]

不透明度[0. . 100% ]

Here you can define the opacity with which the colored or filled UV Islands should be displayed over the background or texture.

在这里你可以定义不透明度,其中彩色或填充 UV 岛屿应显示在背景或纹理。