User Guide: Display

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: The image loaded into the first UV tile is repeated over all other tiles. Use the checker icon on the first UV tile in each row (i.e. U=0:V=1, U=0:V=2 etc) to load an additional texture for all tiles on that row. Use the checker icon on every other UV tile to load a texture into just that tile. : The image loaded into the first UV tile is repeated over all other tiles. Use the checker icon on the first UV tile in each row (i.e. U=0:V=1, U=0:V=2 etc) to load an additional texture for all tiles on that row. Use the checker icon on every other UV tile to load a texture into just that tile.
-: If you save to a '''UVL''' file, the trace images are restored when the file is reloaded. If the original images can't be found (i.e. moved or deleted), they are replaced with a yellow and gray checker.+: If you save to a '''UVL''' file, the trace images are restored when the file is reloaded. If the original images can't be found (i.e. renamed, moved or deleted), they are replaced with a yellow and gray checker.
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Revision as of 08:24, 6 November 2023

Cover Page
About UVLayout
Load/Save
Display
Hotkeys
Edit
Optimize
Pack
Snap/Stack/Sort
Move/Scale/Rotate
Render
Pattern
Groups
Layers
Reshape
Segment
Quick Start
Interface Plugins
Download PDF
Open up the Display panel to change how the loaded polymesh is displayed.
Persp/Ortho 
Switch between Perspective and Orthographic projection.
Up X/Y/Z/Free 
Select the "Up" axis for the loaded mesh. By default its Z-up, which is standard among CAD applications, but many popular animation programs use Y-up. So if you load your mesh and its lying on its side, try the Y-up or X-up options to get it up the right way. The Free option turns on free rotation; UVLayout won't try and keep the object upright, and so you can tumble the view beyond the normal camera lock points.
Light Slider 
Move the slider to move the light source from right to left. Click the gray Light button to cycle between four different levels of ambient lighting, from none to full and a couple of levels in between. The default is a small amount of ambient lighting.
X-Ray Slider 
Move the slider to the left to make the mesh more and more transparent. You can use this see, and pick, obscured edges that might be hard to access normally.
View UV/Ed/3D 
Switch between UV edit, 3D edit and 3D textured views. Use the ? hotkey to find out what other hotkeys are available in each mode.
Color Error / 4/5 / Local 
Switch between "flattening error" and 4/5 keys or Local "rescale" coloring of polys when in the UV view.
Scale 
Adjust this to make the error and scaling coloring more or less visible.
Trace 
Click the Trace button to show an image in the background when editing UVs. Use the first slider to fade the background in and out, and the second slider to change the transparency of the flattened geometry. The loaded image will also display mapped onto the mesh in the 3D view as the second T hotkey texture cycle. Once loaded, click Trace to toggle the display of the texture on and off.
To change the loaded image, move the mouse pointer to the top right of the first UV tile (i.e. U=0:V=0) and a checker icon and the name of the loaded file will appear. Click the checker icon to select a different file. To unload/delete the texture, click the red X icon. If you have a lot of UV tiles, you can quickly zoom to the first one by using the Go To tool (see below).
The image loaded into the first UV tile is repeated over all other tiles. Use the checker icon on the first UV tile in each row (i.e. U=0:V=1, U=0:V=2 etc) to load an additional texture for all tiles on that row. Use the checker icon on every other UV tile to load a texture into just that tile.
If you save to a UVL file, the trace images are restored when the file is reloaded. If the original images can't be found (i.e. renamed, moved or deleted), they are replaced with a yellow and gray checker.


Panes

When you first start UVLayout, you only see one view at a time of the loaded object in the display window. You can quickly switch between the UV, Ed and 3D views with the 1, 2 and 3 hotkeys, but if you prefer to see multiple views at once, you can create multiple panes inside that one window.
Split Pane 
This splits the current pane into two. If you only have the single view window up, it'll create two equal sized panes within that space. Initially the newly split panes have the exact same view, but you can use the 1, 2 or 3 hotkey at any time to change a pane's view mode. The view mode of each pane is shown in the title bar.
Kill All Panes 
You can kill individual panes by clicking on the X at the top right of the pane frame, but if you want to get rid of them all at once, click this button. It will take you back to the default single view window.
Moving and Resizing 
To move a pane within the window, LMB click'n'drag any part of the pane frame or title bar. To resize a pane, LMB click'n'drag either of the bottom left or right corners. To make a pane temporarily full size, click the square icon towards the top right of the pane frame.
Saving Panes 
If you have an arrangement of panes that you would like to use every time you run UVLayout, click the grey "pin" button to the left of the main GUI window About UVLayout button. This will save the pane positions and view modes, any they will be restored whenever you load a new object into UVLayout.

More Settings

Show Repeats 
Ticking this will draw ghost copies of the visible shells into surrounding tiles. It will also change the behavior of the Render tool, outputting just the single 0 to 1 tile, but wrapping the graphics around for shells that extend beyond that tile. And finally the tile coverage feedback operates in the same way, showing the stats for just the 0 to 1 tile, but accounting for shells that wrap around.
Show Poly Outlines 
Shows the polygon outlines when the mesh is drawn in the T hotkey textured 3D views.
Hide Seams in 3D 
Hides the green UV seam lines when the mesh is drawn in the 3D view.
Cull Backfaces 
Hides backfacing polys from the 3D views. For example, if you are editing a scene that consists of geometry inside a closed room, ticking this option will allow you to see the internal geometry easily (i.e. the front walls will be hidden).
Fade Short Edges 
Fade out then hide the wire lines for very short edges. Especially useful when editing dense meshes, as it allows you to see more clearly the color feedback shading on polygons.
Sync Ed & 3D Views 
If you move the camera in an Ed or 3D view, then all other cameras to these spaces will move as well.
[Professional Version Only]
Smooth SUBD UVs  
When turned off, UVs are linearly subdivided when SUBD surfaces are displayed in smooth shading mode. When turned on, UVs are smoothly subdivided; this is equivalent to Renderman's Smooth UVs option (hard boundary, smooth interior). This toggle only applies to the display of textures, and doesn't affect the flattening in any way.
Normals Smooth/OBJ 
When shading the mesh with the T hotkey texturing, use average smooth normals, or normals imported from the OBJ file (if any are defined).
Show Udim / U,V 
Ticking either of these will display the tile numbers in the UV view.
Max U 
Where tile udims are displayed or used in any way, this preference selects how those tile numbers are calculated. The first setting is the maximum number of columns, and the default of 10 is the industry standard. The second setting is the number of the first unit tile, and 1001 again is the standard value, but can be changed if required.
1st UV 
Where tile U and V values are displayed or used, this preference selects what numbers are given to the first unit tile.
Go To 
Type a Udim value or U and V values here, followed by the Enter key, and the view will zoom to that tile. Alternatively, clicking the Go To button will take you to the shown Udim tile.