Creating the UV Mapping
This page describes the first steps of a texture mapping creation, that is the definition of the UV mapping of geometries on which texture is applied.
To create a UV Mapping:
- From the Light Simulation tab, click UV Mapping .
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In the 3D view, click , select the geometries on which to apply the current mapping and click to validate.
During UV Mapping edition, the texture set or the checker texture is displayed in the 3D view on the associated geometries and is updated upon modifications.
Tip: If you need a certain mapping type (a planar mapping for example) for several geometries, select them all and create only one UV mapping that will be used for each geometry. -
In the first UV map, select the mapping type you need.
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In U and V sections, respectively denoting the horizontal and vertical axes of the mapping projection:
- Define the horizontal and vertical positioning of the texture using the U/V Offset.
- If you want to define a specific scale on U and/or V, adjust the Scale factor.
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Activate/deactivate the repeatability of the texture on U and/or V axes.
Note: This option is activated by default. Repeating the texture on the geometry ensures that the integrality of the surface is covered by the texture.
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If you selected a set of geometries that require different mapping applications:
- Right-click the UV mapping feature and click Insert a new UV map below.
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Repeat the steps 3 and 4 for the newly created UV map.
Once all your UV mappings are created for your geometries, move on to the texture application .