You
can display the image associated with a texture in the UV
Texture Editor. The image appears behind the UVs so you
can rearrange the UVs in relation to the image.
To... |
Do this |
Display the texture image behind
the UVs.
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In the UV
Texture Editor, click the Toggle Image button
on the toolbar or select Image > Display Image.
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Set the image ratio.
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In the UV
Texture Editor, click the Toggle Image Ratio button
on the toolbar or select Image > Use Image
Ratio.
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Switch between blended and sharp-edged
pixels.
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In the UV
Texture Editor, click the Toggle Filtered Pixels button
on the toolbar or select Image > Display Unfiltered.
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Switch between showing
a mesh texture and a per-face texture.
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Select the mesh object
to show a mesh texture, or faces to show per-face textures.
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Choose a texture to display
(if more than one texture is applied to the mesh).
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In the UV
Texture Editor, select the texture you want to work on
from the Textures menu.
When you are in component
selection mode, the Textures menu lists shading
groups assigned to the selected components.
In object selection mode,
the sub-menu lists all shading groups assigned to the entire mesh.
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Crop the image within
UV coordinates.
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In the UV
Texture Editor, choose Image > Image Range > .
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If the texture quality
is poor or if parts of the texture do not display correctly, you
can modify the display quality with the Hardware Texturing settings
in the Attribute Editor for the material
node.
If you are using a file
texture, the best display mode for the Texture resolution setting
is Default. (The other settings,
such as High, are best for procedural textures.)
If you experience resolution
or cropping problems in the texture image display, use Image
> UV Texture Editor Baking to bake the texture. You
must rebake the texture (using
UV Texture Editor toolbar)
after making changes to the texture (File node and place2dTexture
node attributes) in order to see the effect of those changes.