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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="materials_uv_textures"
></A
>UV editor and FaceSelect</H1
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="materials_uv_textures_introduction"
></A
>Introduction</H2
><P
>&#13;            The UV-Editor allows you to map textures directly onto the faces of 
			meshes. Each face can have individual texture coordinates and an 
			individual image assigned to it, and can be combined with vertex 
			colors to make the texture brighter or darker or to give it a color.
        </P
><P
>&#13;            By using the UV-Editor each face of the Mesh is assigned two extra features:
        </P
><P
></P
><UL
><LI
><P
><I
CLASS="emphasis"
>four UV coordinates</I
> - These coordinates define the 
			way an image or a texture is mapped onto the face. These are 2D
			coordinates, which is why they're called UV, to distinguish them from XYZ
			coordinates. These coordinates can be used for rendering or for 
			realtime OpenGL display.</P
></LI
><LI
><P
><I
CLASS="emphasis"
>a link to an Image</I
> - Every face in 
			Blender can have a link to a different image. The UV coordinates 
			define how this image is mapped onto the face. This image then can be 
			rendered or displayed in realtime.</P
></LI
></UL
><P
>&#13;		A 3D window has to be in "Face Select" mode to be able to assign 
		Images or change UV coordinates of the active Mesh Object.
  	</P
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="materials_uv_textures_assigning_images"
></A
>Assigning Images to faces</H2
><P
>&#13;		First add a Mesh Object to your Scene, then enter the 
		FaceSelect choosing the <TT
CLASS="literal"
>UV face select</TT
> entry 
                in the Mode menu (<A
HREF="x4840.html#BSG.MAT.F.S68.501"
>Figure 64</A
>).
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.501"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/uv01.png"></P
></DIV
><P
><B
>Figure 64. Orange triangle button: FaceSelect Mode in the 3DWindow 
header</B
></P
></DIV
><P
>&#13;		Your Mesh will now be drawn Z-buffered. If you enter the Textured draw 
		mode (<B
CLASS="keycap"
>ALT-Z</B
>, also called "potato mode") you will see your Mesh drawn in 
		white, which indicates that there is currently no Image assigned to these 
		faces.   	
	</P
><P
>&#13;		Press <B
CLASS="keycap"
>AKEY</B
> and all of the faces of the Mesh will be selected 
		and highlighted by dotted lines. 
	</P
><P
>&#13;	Change one window into the Image Window with <B
CLASS="keycap"
>SHIFT-F10</B
>. Here you 
	can load or browse an image with the <TT
CLASS="literal"
>Load</TT
> button. 
Images have to be multiples of 64 pixels (64x64, 128x64 etc.) to be able to 
drawn in realtime 
	(note: most 3D cards don't support images larger than 256x256 pixels). 
	However, Blender can render all assigned images regardless of size when 
creating
	stills or animations.
    </P
><P
>&#13;        <DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.502"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/uv02.png"></P
></DIV
><P
><B
>Figure 65. 3Dwindow and ImageWindow</B
></P
></DIV
>
    </P
><P
>&#13;		Loading or browsing an image in FaceSelect automatically assigns the 
		image to the selected faces. You can immediately see this in the 3D
		window (when in Textured view mode - <A
HREF="x4840.html#BSG.MAT.F.S68.502"
>Figure 65</A
>). 
    </P
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="materials_uv_textures_selecting_faces"
></A
>Selecting faces</H2
><P
>&#13;		You can select faces with RightMouse or with BorderSelect 
		(<B
CLASS="keycap"
>BKEY</B
>) in the 3D window. If you have problems with 
		selecting 
		the desired faces, you can also enter EditMode and select the vertices you 
		want. After leaving EditMode the faces defined by the selected vertices 
		should be 
		selected as well.
   </P
><P
>&#13;		Only one face is active. Or in other words: the Image Window only
		displays the image of the active face. As usual within Blender, only the 
		last selected face is active and selection is done with <B
CLASS="keycap"
>RMB</B
>.
    </P
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="materials_uv_textures_editing_uv"
></A
>Editing UV coordinates</H2
><P
>In the ImageWindow you will see a representation of your selected 
	faces as yellow or purple vertices connected with dotted lines. You can use 
	the same techniques here as in the Mesh EditMode to select, move, rotate, 
	scale, and so on. With the <TT
CLASS="literal"
>Lock</TT
> button pressed you will 
	also see realtime 
	feedback in 3D of what you are doing.
    </P
><P
>In the 3D window, you can press <B
CLASS="keycap"
>UKEY</B
> in FaceSelect 
	mode to get a menu 
	to calculate UV coordinates for the selected faces (<A
HREF="x4840.html#BSG.MAT.F.S68.503"
>Figure 66</A
>). 
    </P
><P
>&#13;        <DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.503"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/renamemenu.png"></P
></DIV
><P
><B
>Figure 66. UV pre-sets.</B
></P
></DIV
>
    </P
><P
>&#13;        <P
></P
><UL
><LI
><P
><I
CLASS="emphasis"
>Cube</I
> - This determines cubical 
			mapping. A number requester 
			asks for a scaling property.</P
></LI
><LI
><P
><I
CLASS="emphasis"
>Cylinder, Sphere</I
> - 
			Cylindrical/spherical 
			mapping, calculated from the center of the selected 
			faces.</P
></LI
><LI
><P
><I
CLASS="emphasis"
>Bounds to 1/8, 1/4, 1/2, 1/1</I
> - 
                        UV Coordinates are calculated using the projection as 
                        displayed in the 3D window, then scaled to the given 
                        fraction of the image texture.</P
></LI
><LI
><P
><I
CLASS="emphasis"
>Standard 1/8, 1/4, 1/2, 1/1</I
> - 
                        Each face gets a set of default square UV coordinates which 
                        are then scaled to the requested fraction of the image texture.
                        </P
></LI
><LI
><P
><I
CLASS="emphasis"
>From Window</I
> - UV coordinates 
			are calculated
			using the projection as displayed in the 3D window. 
			</P
></LI
></UL
>
    </P
><P
>&#13;        <DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.504"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/ImageWindowIcons.png"></P
></DIV
><P
><B
>Figure 67. UV editing tools.</B
></P
></DIV
>
    </P
><P
>In the ImageWindow Toolbar (<A
HREF="x4840.html#BSG.MAT.F.S68.504"
>Figure 67</A
>) 
	the third button keeps your UV polygons 
	square while editing them, while the fourth clips them to the size of the 
	image.
    </P
><P
>Some tips:
        <P
></P
><UL
><LI
><P
>Press <B
CLASS="keycap"
>RKEY</B
> in the 3D window to get 
			a menu that allows rotation of the UV 
			coordinates.</P
></LI
><LI
><P
>It is sometimes necessary to move image files to a 
			new location on your harddisk. To do so, press 
			the <TT
CLASS="literal"
>Replace</TT
> button in the ImageWindow header to get
			a "Replace Image name" window. You can fill in the old directory 
			name, 
			and the new one. Pressing "OK" changes the paths of all images 
			used in 
			Blender using the old directory. (Note: use as new directory 
			the 
			code "//" to indicate the directory where the Blender file 
			is).</P
></LI
><LI
><P
>You can also use FaceSelect and VertexPaint 
			(<B
CLASS="keycap"
>VKEY</B
>) simultaneously. Vertex painting then 
			only 
			works on the selected faces. This feature is especially useful to 
			paint faces as if they don't share vertices. Note that the vertex 
			colors are used to modulate the brightness or color of the applied 
			image texture. </P
></LI
></UL
>
    </P
><P
>&#13;        <DIV
CLASS="figure"
><A
NAME="AEN4935"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/uv04.png"></P
></DIV
><P
><B
>Figure 68. vertex colors modulate texture</B
></P
></DIV
>
    </P
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="materials_uv_textures_rendering_uv"
></A
>Rendering and UV coordinates</H2
><P
>Even without an image assigned to faces, you can render textures 
		utilizing 
		the UV coordinates using the green "UV" button in the MaterialButtons 
		(<B
CLASS="keycap"
>F5</B
>) menu.</P
><P
>To render the assigned Image texture as well, press the "TexFace" 
	button in the MaterialButtons. Combine this with the 
	"VertexCol" option to use vertex colors too.</P
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