ig:gfx:uv-coordinates
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| ig:gfx:uv-coordinates [2025/10/29 11:27] – ig_ii | ig:gfx:uv-coordinates [2025/10/29 15:37] (current) – ig_ii | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | * [[UV-Coordinates# | ||
| - | * [[UV-Coordinates# | ||
| - | * [[UV-Coordinates# | ||
| - | * [[UV-Coordinates# | ||
| - | * [[UV-Coordinates# | ||
| - | * [[UV-Coordinates# | ||
| - | |||
| ====== UV Coordinates ====== | ====== UV Coordinates ====== | ||
| Line 61: | Line 54: | ||
| </ | </ | ||
| - | {{newpage}} | + | |
| === UV Mapping (" | === UV Mapping (" | ||
| Line 76: | Line 69: | ||
| If the **'' | If the **'' | ||
| - | [] | ||
| - | *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** ^ |
| + | | {{: | ||
| + | ^ Caption ^ | ||
| + | | Isometric view of a 3×3 checker tile. Left: UV origin at the tile center. | ||
| + | |||
| === UV tile scale (" | === UV tile scale (" | ||
| Line 91: | Line 85: | ||
| * 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 |
| - | *Figure: 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. | + | ^ 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 (" | === Offsetting texture (" | ||
| Line 104: | Line 97: | ||
| 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 |
| - | *Figure: Left: No offset. Right: Offset **uOffset** and **vOffset** with 10 mm.* | + | | {{: |
| + | ^ 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.1761733636.txt.gz · Last modified: 2025/10/29 11:27 by ig_ii
