UV Editor

The UV editing window opens from the 'Windows/UV editor' pull down menu. F11 is the hotkey for opening the window.

With this window, you can edit:

  • UV coordinates of NURBS meshes
  • UV coordinates and other vertex variables of SDS objects
  • UV coordinates of UV Set objects
  • Face UV's of SDS objects
  • UV coordinates of trim curves
Editing UV coordinates of a SDS sphere

The popup menu of the UV editor is context sensitive. Below is a picture of the menu when editing a subdivision surface which has two vertex UV channels and two face mapped materials. The purpose of these menus are described below.

  • Edit: Turns edit mode on/off. Edit mode must be enabled before UV editing can take place.

  • Accept, Go Back, Cancel: The standard menus for interaction control.

  • Properties: Opens the UV editor property window where various editor settings can be changed.

  • Reset View: Resets the windows scale. The window will show exactly the unit square of the UV plane.

  • Show all faces: Makes all faces being edited visible. This includes all SDS faces if you are editing vertex UV's. In face UV editing, all faces that have the currently selected material mapped on them become visible. With this and the three following menus, you can reduce excessive UV mesh complexity so that a suitable subset of data is left visible for editing.

Navigation

The following navigation operations are available:

UV Coordinate Types

NURBS surfaces and trim curves have only one UV channel available. Actually a NURBS surface may not have any UV channel at all, but you can attach and initialize the channel using the pull down menu 'Methods/NURBS mesh/Define UV'. When editing this kind of objects, there is no need to select what to edit in the UV editor.

The situation is more complex when editing a SDS object. This object type not only allows several UV channels mapped to vertices, but also supports face mapped materials which have their own parametrization. Vertex UV channels store one UV value per vertex so that adjacent faces share the same UVs. Shared values make this parametrization type automatically continuous over face boundaries.

A face mapped material stores a private UV value for each vertex per face per material. The advantage is that faces can be torn apart in the UV space. A typical disadvantage is that face mapped materials do not run continuously over face boundaries.

UV Editor Backdrop

The contrast of the backdrop can be controlled from the UV view property window. Usually it is necessary to fade the backdrop suitably so that the UV mesh wireframe and handles become better visible over the background.