Maps UV texture coordinates onto the selected objects by projecting them inward from an imaginary cylinder.
Create UVs > Cylindrical Mapping >
This option is turned on by default. The Insert projection before deformers option is relevant when the polygonal object has a deformation applied to it. If the option is turned off and the deformation is animated, the texture placement is affected by the change in vertex positions. This leads to “swimming” textures.
Turning this option on applies the texture placement to the polygonal object before the deformation is applied to it. Basically, the texture placement dependency graph node is inserted before the deformer dependency graph nodes and the texture “sticks” to the geometry even after the deformation.
Manually adjusting the projection manipulator
You can use the manipulator handles to interactively adjust the UV map that gets projected or enter values to change the Projection Center, Rotation and Sweep using either the Channel Box or the Attribute Editor. These values correspond to the manipulator handles that display when you map your texture onto the polygon.
Use the slider or type a value to scale the projection around the polygonal object in the horizontal direction. This value corresponds to the Projection Scale Aperture handles on the manipulator. For instance, pull the Projection Scale Aperture handles all the way around the object until they meet. This is equivalent to entering 360 in the box.
Use the slider or type a value to scale the projection around the polygonal object in the vertical direction. This value corresponds to the Projection Scale Aperture handles on the manipulator. For instance, pull the Projection Scale Aperture handles all the way around the object until they meet. This is equivalent to entering 360 in the box.