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UV Edit allows interactive editing of the UVs on the source geometry. Multiple edits can be made within a single UV Edit operation.
The UV Edit operation will automatically detect whether the input geometry uses primitive, point, edges, or vertex UV attributes, and will affect these attributes appropriately.
3D transforms are allowed in the UV Edit operation, as the UV attribute is actually 3 coordinates: U, V, and W. When used interactively, translates and scales are along the U/V axes while rotations are about the W axis.
The UV Edit operation is cumulative, meaning that several operations can be performed within a single node in the network. UV Edit is not animatable. To animate UV transformations, use UV Transform or other UV deformers.
Using UV Edit
Click the UV Edit tool on the Texture tab.
You can load the texture image as the background in your UV viewport to easily view edit changes.
Select the primitives, points, edges, or vertices to edit and drag the handles to move the UVs.
Subset of geometry to apply current operation to.
The type of elements referenced in the Group field.
The name of the texture coordinate attribute to edit, defaulting to
Order in which transformations occur.
Order in which rotations occur.
Amount of translation along uvw axes.
Amount of rotation about uvw axes.
Non-uniform scaling along uvw axes.
Amount of shearing. The three values represent U on UV plane, U on UW plane, and V on VW plane respectively.
Local pivot point for transformations.
Area of influence.
Type of rolloff function.
Angles of the cubic rolloff function’s tangents. The first value applies to the tangent farthest from the source point, the second applies to the tangent closest to the source point.
Metaball kernel to use when rolloff Type is “Meta-ball”
Measure of distance to use when performing a soft transform.
Ignore Point Connectivity
Affect only points connected to the points in the group, or all points within the radius.
Ignore UV Connectivity
Affect only vertices connected to the vertices in the group as seen in the UV viewport.
When to output the soft radius falloff as a
or vertex attribute.
Never create or write to the
Always create and write to the
When Viewport Tool Is Active
Only create or write to the
vis_falloff attribute temporarily
when the viewport tool for this node is active.
Start New UV Transform
Begin a new UV Transform. Keep all changes, but reset the operation parameters.
Reset All Changes
Discard all changes made while using this SOP, and reset the operation parameters.