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Synopsis

polyUVRectangle [-caching boolean] [-constructionHistory boolean] [-name string] [-nodeState int]

polyUVRectangle is undoable, queryable, and editable.

Given two vertices, does one of the following: 1) If the vertices define opposite corners of a rectangular area of quads, assigns a grid of UVs spanning the 0-1 area to that rectangle. 2) If the vertices define an edge in a rectangular and topologically cylindrical area of quads, assigns UVs spanning the 0-1 area to that cylindrical patch, using the defined edge as the U=0 edge.

Return value

string The node name.

In query mode, return type is based on queried flag.

Related

polyClipboard, polyCylindricalProjection, polyEditUV, polyForceUV, polyMapCut, polyMapDel, polyMapSew, polyMoveFacetUV, polyMoveUV, polyPlanarProjection, polyProjection, polySphericalProjection, polyUVSet, untangleUV

Flags

caching, constructionHistory, name, nodeState
Long name (short name) Argument types Properties
Common flags
-name(-n) string create
Give a name to the resulting node.
-constructionHistory(-ch) boolean createquery
Turn the construction history on or off (where applicable). If construction history is on then the corresponding node will be inserted into the history chain for the mesh. If construction history is off then the operation will be performed directly on the object.
Note: If the object already has construction history then this flag is ignored and the node will always be inserted into the history chain.
-caching(-cch) boolean createedit
Toggle caching for all attributes so that no recomputation is needed
-nodeState(-nds) int createqueryedit
Defines how to evaluate the node.
  • 0: Normal
  • 1: PassThrough
  • 2: Blocking
  • 3: Internally disabled. Will return to Normal state when enabled
  • 4: Internally disabled. Will return to PassThrough state when enabled
  • 5: Internally disabled. Will return to Blocking state when enabled

Flag can appear in Create mode of command Flag can appear in Edit mode of command
Flag can appear in Query mode of command Flag can be used more than once in a command.

MEL examples

// Opening up the textureView will make this example much easier to visualize.

// make a cylinder
polyCylinder -r 1 -h 2 -sx 20 -sy 10 -sz 1 -ax 0 1 0 -rcp 0 -cuv 3 -ch 1;

// map a 3x2 area of faces to the 0-1 UV square
polyUVRectangle pCylinderShape1.vtx[115] pCylinderShape1.vtx[57];

// map a 2x20 ring of faces to the 0-1 UV square
polyUVRectangle pCylinderShape1.vtx[136] pCylinderShape1.vtx[176];