Using UV Maps

    • 为物体创建材质。

    要创建材质,在材质标签页单击 添加新的 材质即可。

    There are two ways to tell Blender to use the UV texture when rendering; the quick way and the proper way.

    The quick way is to use generated UV coordinates. Generated coordinates is used by default by all , with the exception of Image textures that use UV coordinates by default. To use generated coordinates for images as well use the Generated output of the Texture Coordinate node.

    更多使用图像纹理的细节参考 页面。

    Note

    渲染必须要有材质

    无需指定材质,你就可以在Blender中处理网格上的UV贴图,甚至还可以在3D视图中使用纹理着色进行预览。然而,在渲染时,如果没有对物体指定材质,默认的渲染结果是灰色的。如果没有载入图像,渲染结果是黑色的。如果没有使用图像创建纹理,物体将根据程序化材质进行渲染。

    If your image is a base uniform pattern and you want the application of that image to your model to look like cloth, you do not want any stretching (unless you want the cloth to look like spandex). You may also need to test your UV mapping with a test image:

    渲染时,网格中的测试网格替换为颜色,UV贴图的大小也需要与你指定的图像尺寸一样。

    See also