UV Mapping Tool
Owlet supports 4 texture mapping channels per mesh. Most of the shapes have just one texture channel, while some of them don’t have texture mapping at all. The UV Mapping tool helps you generate or correct the mapping, if necessary.
We’ll start with a bunny model with a sample checkers texture:
As you may see, the bunny shape has texture mapping, but it doesn’t look well with our texture, so we need to re-map it to make it look better. To do so, click the Tools -> Generate UV Mapping in the menu, or click the UV Mapping tool button in the toolbar. The UV Mapping generator window will pop up:
As you may see, the mapping becomes better. Here’s what you can configure:
- Mapping - defines the mapping type (see below);
- Fit to - lets you choose how to fit mapping: by using mesh (geometry), node, selection or the whole scene;
- UV Set - allows you to choose one of the 4 supported UV channels to put the new mapping to. As by default materials use UV0 channel, we keep UV0 here, as well;
- Flip U/V - lets you flip the generated mapping horizontally, vertically or both.
- Normalize - normalizes the box Owlet uses for UV calculations. This helps to evenly distribute the mapping;
- Scale - lets you scale the bounding box used to calculate mapping. Again, this helps to apply a better mapping especially in “box” mode;
- Repeat - lets you tile the applied UV coordinates.
Owlet supports 4 standard mapping types: Box, Planar, Cylindrical and Spherical. For all the types (except the Box one) you can choose the main axis. For instance by selecting “Spherical Z” you choose the spherical mapping along the Z axis.