Texture Editor Preferences

 
 
 

From this property editor, you can define the appearance and behavior of the Texture Editor.

To display: Choose File Preferences from the Texture Editor menu.

General

Continuous Play

When on, an animated texture will play (loop) continuously.

Auto Show Selected

When on, unselected objects'/components' UV coordinates will be hidden by default.

Auto Sync

When on, the Texture Editor selection is automatically updated when the selection in the viewports changes, and vice-versa.

Sync Method

Controls the type of component selected in the 3D views when samples are selected in the texture editor:

  • Samples selects samples.

  • Components selects the type of component specified by the current filter on the Select panel, for example, Point, Edge, Polygon, etc.

Selection Locked

When on, the Texture Editor will keep the present texture and object in the work area. Any object selected will not refresh or replace the locked view in the texture editor.

Show Status Bar

When on, the status bar is displayed in the bottom left-hand portion of the texture editor work area.

Cluster Selection

When on, the cluster selection filter will be on by default.

Island Selection

When on, the island selection filter will be on by default.

Selection Filter

Defines a default selection filter; vertex, edge or polygon.

Projection Selection Threshold

Specifies the angle-to-normal value within which points are included in a projection selection. A point is included when the angle between its surface normal and the object's axis, as specified by the projection selection, is less than the threshold value.

Pivot Active

When on, the pivot is activated by default.

Show Polynode Bisectors

Displays an X over each sample point in the texture editor workspace. Each segment of the X acts as handle for the UV coordinate at that particular polygon corner.

You can use the handles to select and manipulate individual UV coordinates. You can also use them to see more clearly what gets selected when the polygon and/or vertex bleeding options are activated.

Polygon Clusters

Specifies what happens in the texture editor when you select a polygon cluster in a 3D view.

Select member sample points selects the UV coordinates belonging to the polygon cluster.

Restrict editor to cluster hides all of the editable UV's coordinates in the texture editor, except for those belonging to the polygon cluster.

Image

OGL Clip Resolution

Sets upper limit on the resolution at which the image clip is displayed. Uses a mix of the image's resolution and this setting.

Interpolate Image

Toggles interpolation on and off for the current texture image.

Dim Image

When on, images displayed in the texture editor work area are dimmed by the specified factor (see below).

This is useful when the texture image is very bright and obscures the lines of the "flattened" geometry.

Factor

When the Dim Image option (see above) is enabled, this value specifies the degree to which images are dimmed. A value of 0 results in a completely black image, while a value of 1 causes no dimming at all.

The dimming factor for the overall image is separate from the dimming factor for the coverage (see Coverage). This allows you to dim the texture image as a whole, and then dim covered texels more, or less, so that they stand out.

Checkerboard Size

The number of squares to display in the checkerboard. See Displaying the Checkerboard [Texturing].

Grid

Grid

Show Grid

Hides or displays the grid behind the texture editor work area.

Units

Determines whether the grid will be sized according the U and V steps or pixel resolution.

U, V Step

Defines the U and V Step sizes of the grid.

Pixel Step

Defines the grid size in the X and Y pixel resolution.

Colors

Misc

UV Mesh

Defines the color of the UV mesh that "holds" the texture image.

Grid

Defines the color of the background reference grid in the work area.

Background

Defines the background color of the texture editor work area.

Crop Tool

Defines the color of the crop tool.

Highlighting

Overlap

Enabled

Toggles highlighting of texels covered by overlapping UV coordinates.

Style

Specifies the type of UV coordinate overlap required for the covered texels to be highlighted.

Shade Overlaps: Highlights texels covered by overlapping UV coordinates using the specified color.

Shade Odd Number of Overlaps: Highlights texels covered by UV coordinates that overlap an odd number of times using the specified color.

Color

Specifies the overlap color. Use the color sliders to choose a color and the alpha slider to adjust the transparency of the highlighting.

Stipple

When enabled, the highlighted region takes on a dotted look.

Coverage

Enabled

Toggles the highlighting texels covered by UV coordinates.

Style

Specifies how texels covered by UV coordinates are highlighted.

Shade Covered pixels: Highlights texels covered by UV coordinates using the specified color.

Dim Covered pixels: Dims texels covered by UV coordinates by the amount specified by the Dimming Factor parameter.

Color

Specifies the highlight color for covered texels. Use the color sliders to choose a color and the alpha slider to adjust the transparency of the highlighting.

Stipple

When enabled, the highlighted region takes on a dotted look.

Dimming Factor

When the Style parameter is set to Dim Covered Pixels, this setting controls the degree to which covered texels are dimmed. The lower the value, the more the texels are dimmed. A value of 0 results in completely black covered texels.

The dimming factor for covered texels is separate from the dimming factor for the overall image (Dim Image and Factor under General). This allows you to dim the texture image as a whole, and then dim covered texels more, or less, so that they stand out.

Connectivity Tabs

Enabled

Toggles the display of connectivity tabs on UV island boundaries.

Mode

Show on Selected Points: Connectivity tabs are only drawn for selected points, and their corresponding points on other UV islands.

Always Show: Connectivity tabs are shown for all island boundaries, whether points are selected or not.

Color

Use Multiple Colors: Each corresponding pair of connectivity tabs is drawn in a different color, indicating which island boundaries correspond to one another.

Use One Color: All connectivity tabs are drawn in the same color, regardless of which island boundaries correspond to one another.

Tab Size

Controls the size of connectivity tabs. The higher the value, the larger the tabs.

Snap

Enabled

Turns snapping on in the texture editor.

Snap to Pixel Mode

  • None turns off snapping to texture pixels.
  • Corners snaps to the corners of pixels.
  • Edges snaps along the borders of pixels.

Snap Goal Filter

Grid

Snaps to the displayed grid.

Points

Snaps to other sample points.

Edges

Snaps to lines connecting sample points.

Midpoints

Snaps to the midpoints of edges and polygons.

Snap Gravity

The distance to a snapping target, in screen pixels.