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This chapter explains the Planar and Perspective UV Mapping Mode of the Preview which allows you to assign a UV map directly in Pandoras Box. For other topics regarding the Preview tab please see the introductory chapter. The next chapter covers general mapping questions and is of special interest for mapping beginners.
Per default, a newly created Mesh in Pandoras Box has a 1:1 map meaning that any (existing) deformation in the Mesh also deforms the UV source.
Pandoras Box offers two techniques to apply a new UV map to a Mesh or an object. There is the planar mapping and the perspective mapping for which you can choose the point of view. With both mappings you can "print" the texture on a 2D or 3D Mesh again without taking existing deformation into account.
Most buttons are also part of the Mesh Editing Mode, please see this chapter for an explanation. The buttons starting with the stamp icon are explained in the example below.
For the Perspective UV Mapping Mode there is an additional drop-down menu to choose and reset a Reference Layer.
This example shows how the planar UV mapping works, click to open and close it. You can click on the images to enlarge them.
You can follow this example with any Editable Meshes. For now, it should be fine to program in a normal preview but later on you might want to switch to the maximized preview . This button can be found on the left site at the bottom and toggles your Preview tab to a fullscreen window. All tools are available within the Button Bar, that you can toggle with the shortcut [T]. Thus, the maximized Preview gives you the best overview, allows to see more details of the image and adjust the UV Source grids better. You can also work with the Mesh Inspector to position, scale and rotate Meshes.
The planar mapping works for all Meshes: 2D or 3D, single or multiple Meshes. This example depicts one Editable Mesh with two Sub Meshes. One Sub Mesh was already deformed with the FFD handles as described in the Mesh Editing Mode. |
Per default, when assigning an image (i.e. a texture) it covers the entire (Sub) Mesh and is then deformed along the Mesh lines. |
Switch the Preview Mode to the "Planar UV Mapping Mode". Make sure that the view you are working with is correct and that the Editing Context is set to the correct Layer. Before starting to assign UV coordinates select both Surface UV Sources by clicking into the Preview window and pressing [Ctrl + A]. You should see both names on top of each other, e.g. [UV Source - Surface] and [UV Source - Surface (2)]. |
Now, press the button "Apply Planar Map to Mesh Bounds". Both UV Source grids are arranged within the limits of the texture. Note that they fit either horizontally or vertically, i.e. the aspect ratio is preserved. The size, position and rotation of the grids does only represent what part of the texture is depicted on the Meshes. The texture itself is displayed in its pixel size. |
Press the stamp button to calculate the UV coordinates and toggle into the Layer Mode. Note that the Meshes have their old size, position and rotation but the layer texture is shared differently. Planar Map to Mesh Bounds |
Go back to the "Planar UV Mapping Mode". Select the first button "Sub Mesh Modifier" (shortcut[M]) and then reposition, rotate or scale the UV grids with the according buttons or shortcuts [1,2,3]. If needed you can use the Constraints . |
Custom Planar Map Always press the stamp button to calculate the UV coordinates. Switch to the Layer Mode to view the final result. Again, the Meshes have their old size, position and rotation but the layer texture is shared differently.
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Planar Map (to Fullscreen) Enter the "Planar UV Mapping Mode" again and select both grids. Select the second mapping button "Apply Planar Map". This time the UV source grids are not scaled to fit the texture but represent the size of the according Meshes. The texture itself is always displayed in its pixel size.
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1:1 Map Last, try the third mapping button "Apply 1:1 Map". Note that the UV source of the deformed Mesh is not deformed. In other words, the texture is first applied to the Mesh and then deformed according to the FFD grid. This was not the case in the other planar maps where the content was rather cut out following the mesh lines.
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In difference to the planar mapping, the perspective mapping allows to influence from where the texture is projected onto the Meshes.
This example shows how the perspective UV mapping works, click to open and close it. You can click on the images to enlarge them. |
You can follow this example with any Editable Meshes. For now, it should be fine to program in a normal preview but later on you might want to switch to the maximized preview . This button can be found on the left site at the bottom and toggles your Preview tab to a fullscreen window. All tools are available within the Button Bar [Ctrl + T] and thus, the maximized Preview gives you the best overview, allows to see more details of the image and adjust the UV Source grids better.
The next chapter covers general mapping questions and is of special interest for mapping beginners.