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ig:gfx:uv-coordinates [2025/10/29 11:19] ig_iiig:gfx:uv-coordinates [2025/10/29 15:37] (current) ig_ii
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 </code> </code>
  
-{{newpage}}+
  
 === UV Mapping ("uvOrigin") === === UV Mapping ("uvOrigin") ===
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 If the **''uvOrigin''** field is missing or invalid, **''CENTER''** is used as the fallback behavior. If the **''uvOrigin''** field is missing or invalid, **''CENTER''** is used as the fallback behavior.
  
-[] 
-*Figure: Isometric view of a 3×3 checker tile. 
-//Left:// UV origin at the tile center. 
-//Right:// UV origin at the lower-left corner.* 
  
-{{newpage}}+^ **Figure 21: UV Origin Comparison** ^ 
 +{{:ig:gfx:modelprocessor:center_origin_uv.png?nolink&600|}} 
 +^ Caption ^ 
 +| Isometric view of a 3×3 checker tile.  Left: UV origin at the tile center.  Right: UV origin at the lower-left corner. | 
 + 
 === UV tile scale ("patchSize") === === UV tile scale ("patchSize") ===
  
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   * Values that are too small or too large may be flagged as potentially meaningless depending on context.   * Values that are too small or too large may be flagged as potentially meaningless depending on context.
  
-[] +^ **Figure 22Patch Size View** ^ 
-*Figure: Patch size view of two shapes on a square with a side length of 450 mm. +| {{:ig:gfx:modelprocessor:patchsize_150_300.png?nolink&600|}} | 
-//Left:// UV is the patch size value of 150 mm. +^ Caption ^ 
-//Right:// UV is the patch size value of 300 mm.*+Patch size view of two shapes on a square with a side length of 450 mm. \\ Left: UV is the patch size value of 150 mm. \\ Right: UV is the patch size value of 300 mm. |
  
-{{newpage}} 
  
 === Offsetting texture ("uOffset") and ("vOffset") === === Offsetting texture ("uOffset") and ("vOffset") ===
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 Optional UV offset values along the U (horizontal) and V (vertical) axes, respectively. These are applied *after* the UV origin is assigned, if no default value will be used. Offsets are useful when deliberate shifts in texture placement are needed (e.g., aligning a wood grain or pattern). Optional UV offset values along the U (horizontal) and V (vertical) axes, respectively. These are applied *after* the UV origin is assigned, if no default value will be used. Offsets are useful when deliberate shifts in texture placement are needed (e.g., aligning a wood grain or pattern).
  
-[] +^ **Figure 23: UV Offset Comparison** ^ 
-*Figure: Left: No offset. Right: Offset **uOffset** and **vOffset** with 10 mm.*+| {{:ig:gfx:modelprocessor:uv_no_offset.png?nolink&400|}} | {{:ig:gfx:modelprocessor:offseted_uv.png?nolink&400|}} | 
 +^ Caption: Left: No offset. Right: Offset **uOffset** and **vOffset** with 10 mm. ||
  
 These settings are especially important for ensuring consistent, seamless texturing across parts of a 3D model, particularly in parametric or modular design workflows. These settings are especially important for ensuring consistent, seamless texturing across parts of a 3D model, particularly in parametric or modular design workflows.
ig/gfx/uv-coordinates.1761733184.txt.gz · Last modified: 2025/10/29 11:19 by ig_ii