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5.1
Editors

UV menu

The UV header menu contains all the UV related operators in the UV Editor.

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UV menu

UV menu

The UV header menu contains all the UV related operators in the UV Editor.

Legacy

Legacy

UV Rip Move

This “cuts” the selection from the island so you can then move it. This can also be accessed by the modal operator in the tool shelf.

Transform

Transform

Rotate Clockwise 90°

Rotates the selection by 90 degree clockwise.

Rotate Counter Clockwise 90°

Rotates the selection by 90 degree counter clockwise.

Last Operator Rotate
Last Operator Rotate
EntryWhat it does
AngleThe rotation angle.
AxisDefines one axis of the imaginary shear axis plane.
Orientation
Orientation

Choose the orientation for the shear action.

EntryWhat it does
Mirror EditingEnable mirror editing.
Proportional editingEnables proportional editing. Activating proportional editing reveals further settings. · Proportional Falloff: Adjust the falloff methods. · Proportional Size: See and adjust the falloff radius. · Connected: The proportional falloff gets calculated for connected parts only. · Projected(2D): The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Shear

Shear shears the selection.

Last Operator Shear
Last Operator Shear
EntryWhat it does
OffsetAdjust an offset.
AxisDefines one axis of the imaginary shear axis plane.
Axis Ortho
Axis Ortho

Defines the other axis of the imaginary shear axis plane.

EntryWhat it does
OrientationChoose the orientation for the shear action.
Mirror EditingEnable mirror editing.
Proportional editingEnables proportional editing. Activating proportional editing reveals further settings. · Proportional Falloff: Adjust the falloff methods. · Proportional Size: See and adjust the falloff radius. · Connected: The proportional falloff gets calculated for connected parts only. · Projected(2D): The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Vertex Slide

Vertex Slide

Slide a vertex along the parent edge of the mesh UV.

Note: This is exclusively a vertex selection mode operator.

Last Operator Vertex Slide
Last Operator Vertex Slide
Last Operator Vertex Slide
EntryWhat it does
FactorThe factor of the slide, moving the selection in a positive or negative direction from starting position.
EvenMake the edge loop match the shape of the adjacent edge loop.
FlippedWhen Even mode is active, this will flip between the two adjacent edge loops
ClampClamp within the edge constraints.
Mirror EditingEdit it in mirror mode.

Edge Slide

Edge Slide

Slide an edge along the adjacent edges of the mesh UV.

Note: This is exclusively an edge selection mode operator.

Last Operator Edge Slide
Last Operator Edge Slide
Last Operator Edge Slide
EntryWhat it does
FactorThe factor of the slide, moving the selection in a positive or negative direction from starting position.
EvenMake the edge loop match the shape of the adjacent edge loop.
FlippedWhen Even mode is active, this will flip between the two adjacent edge loops
ClampClamp within the edge constraints.
Mirror EditingEdit it in mirror mode.

Randomize

Last Operator Randomize
Last Operator Randomize
EntryWhat it does
Random SeedThe seed for the randomization.
Randomize LocationRandomize the location values.
LocationThe maximum distance the objects can spread over each axis.
Randomize RotationRandomize the rotation values.
RotationThe maximum allowed rotation
Randomize ScaleRandomize the scale values.
Scale EvenRandomize the scale values.
ScaleThe maximum scale the objects can scale over each axis.

Mirror

Mirror

Copy Mirrored UV coords

Copies and pastes the selected UV geometry on the X axis based on a mirrored mesh.

Copy Mirrored UV coords
Copy Mirrored UV coords

Use UV Select Sync must be off. The tool does not work with Use UV Select Sync on. And it is not fully reliable as our example shows.

Last Operator Copy Mirrored UV Coords
Last Operator Copy Mirrored UV Coords
Last Operator Copy Mirrored UV Coords
Axis Direction
Axis Direction

The axis direction.

Precision

Tolerance for finding vertex duplicates.

X

Mirrors the selection in X axis. The mirror point is the pivot of the selection.

Y

Mirrors the selection in Y axis. The mirror point is the pivot of the selection.

Last Operator Mirror X Y Z Global
Last Operator Mirror X Y Z Global
Last Operator Mirror X Y Z Global

The Last Operator Mirror panel gives you tools to adjust the mirror action.

Orientation
Orientation

Orientation is a drop-down box to choose the type of orientation for the mirroring action.

Constraint Axis

Constraint Axis gives you the possibility to define the mirror axis. You can choose more than one axis here.

Snap

Snap

Snap is a sub menu with some snapping tools. The menu items should be pretty self explaining. Selected to Pixels snaps the selected geometry to the pixels of the image, and so on.

Last Operator Snap Selection and Snap Cursor

Last Operator Snap Selection and Snap Cursor
Last Operator Snap Selection and Snap Cursor
Target
Target

Set the snap target method again.

Pin

Pins the selected vertices . This vertices are now nailed for the unwrap algorithms Angle based and Conformal. Their positions will not change when you repeat the unwrapping. And the algorithms will try to fit the rest of the geometry to this pinned vertices.

Pinned vertices are marked red.

Pin

A use case is for example when you have a distorted result for symmetric geometry like a face with the Conformal method. Then you can try to align two center vertices, pin them, and repeat the conformal method. It may be more symmetrical afterwards.

Unpin

Unpins pinned geometry.

Invert Pins

This operator inverts the pins to all selected pins, and unpins the set pins. This will only work if you have geometry selected.

Last operator Pin

Last operator Pin

This last operator appears in the 3D view to the bottom left of the editor. Pin, Unpin and Invert Pins shares the same last operator.

EntryWhat it does
ClearUnpins pinned geometry.
InvertInverts the pinned geometry to selected geometry, and unpins the set pins.

Unwrap

Unwrap
EntryWhat it does
Angle BasedUnwraps the selected geometry with the method Angle based. ABF stands for Angle Based Flattening. ABF can give a bit better result than LSCM when unwrapping organic shapes.
ConformalUnwraps the selected geometry with the method LSCM, which is the short for Least Square Conformal Mapping. LSCM can give a bit better results than ABF with geometric shapes.
Minimum StretchUnwraps the selected geometry with the method SLIM, which is a “state-of-the-art” iterative UV unwrapping algorithm.

Last Operator Unwrap

Method

Method is a drop down box where you can choose the unwrap method.

Method Angle based + Conformal
Method Angle based + Conformal
Method Angle based + Conformal

Unwrap ABF and Unwrap LSCM shares the same Last Operator.

Method

Method is a drop down box where you can choose between Unwrap method Angle Based and Conformal.

Fill Holes

Fill Holes

Fill holes in the mesh before unwrapping.

EntryWhat it does
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Method Minimum Stretch
Method Minimum Stretch
Iterations

Number of iterations.

EntryWhat it does
No FlipPrevent flipping UV's
Importance WeightTake per vertex importance weights into account.
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Smart UV Project

Smart UV Project

Smart UV Project projects the UV mapping from different angles.

Smart UV Project Settings dialogue
Angle Limit

The Angle Limit defines after which angle the mapping happens from the next side. With an angle of 66 you have around six sides to map from. The calculation is 360/66.

Margin Method
Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.
Rotation Method
Rotation Method

How to rotate islands.

EntryWhat it does
Island MarginIsland Margin defines the distance between the UV patches.
Area WeightWeight Projection Vector by faces with larger areas.
Correct AspectTake the Image Aspect Ratio into account.
Last Operator Smart UV Project
Last Operator Smart UV Project
Last Operator Smart UV Project

The Last Operator for Smart UV Project contains the same settings than the Smart UV Project Settings dialogue.

Lightmap Pack

Lightmap Pack

Lightmap Pack maps each face individually, and puts the result into the UV space. Without margin.

Lightmap Pack has no Last Operator.

Settings
EntryWhat it does
SelectionSelection is a drop-down box where you can choose what will be packed.
Share Tex SpaceMap all objects into one lightmap.
New UV MapCreate a new UV map for every new mesh.
Pack QualityThe pack quality.
MarginThe distance between the single UV patches.

Follow Active Quads

Follow Active quads maps UV coordinates starting from an active face, and maps all adjacent faces in quad shape then. This way you can for example unwrap a pipe or a road. You first need to have a face selected. Then select everything. And then click at Follow Active Quads.

Settings
Settings
Edge Length Mode

Edge Length Mode is a drop-down box where you can choose the Length method.

Last Operator Follow Active Quads
Last Operator Follow Active Quads
Last Operator Follow Active Quads

The Last Operator contains the same settings than the Settings dialogue.

Cube Projection

Cube Projection maps the mesh from six sides, means cubic.

Last Operator Cube Projection
Last Operator Cube Projection
Last Operator Cube Projection
EntryWhat it does
Cube SizeCube Size defines the size of the UV mesh in the UV space.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Cylinder Projection

Cylinder Projection tries to map the geometry cylindric.

Last Operator Cylinder Projection
Last Operator Cylinder Projection
Last Operator Cylinder Projection
EntryWhat it does
DirectionDirection is a drop-down box where you can choose in which direction the cylindric projection will be mapped.
AlignAlign is a drop-down box where you can choose the Align method.
PoleHow to handle the faces at the poles.
Preserve SeamsSeparate Projections by islands isolated by seams.
RadiusRadius defines the Polar size of the UV mesh in the UV space.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Sphere Projection

Sphere Projection tries to map the geometry spherical.

Last Operator Sphere Projection
Last Operator Sphere Projection
Last Operator Sphere Projection
Direction

Direction is a drop-down box where you can choose in which direction the spherical projection will be mapped.

Align
Align

Align is a drop-down box where you can choose the Align method.

EntryWhat it does
PoleHow to handle the faces at the poles.
Preserve SeamsSeparate Projections by islands isolated by seams.
Correct AspectTake Image Aspect ratio into account.
Clip to Bounds
Clip to Bounds

Clip UV Coordinates to bounds after unwrapping.

Scale to Bounds

Scale UV Coordinates to bounds after unwrapping.

Merge

Merge

At Center

Merges the selected vertices at the center point.

At Cursor

Merges the selected vertices not only at the cursor. The last operator provides you with four methods.

Last Operator Snap Selection
Last Operator Snap Selection
Last Operator Snap Selection
Target
Target

The snapping target. Snap and merge at the following locations.

Adjacent unselected

Cursor ( Offset)

Cursor

Pixels

By Distance

Merge UV vertices when they are below a merge distance.

Last Operator Merge UV's by Distance
Last Operator Merge UV's by Distance
Last Operator Merge UV's by Distance
EntryWhat it does
Merge DistanceThe merge distance below the vertices gets merged.
UnselectedMerge selected vertices to unselected vertices.
Shared VertexWeld UV’s based on shared vertices.

Split Selection

Splits the selected geometry. UV Sync Selection needs to be off.

Pack Islands

Pack Islands

Pack Islands tries to pack the selected UV geometry as close together as possible. Without to waste too much empty space.

Note that the algorithm fails at round geometry. It calculates with rectangle shapes.

Pack Islands Popup

Pack Islands Popup

When you click the operator then you will see a popup panel where you can adjust the further settings.

Shape Method
Shape Method

How the islands are packed.

EntryWhat it does
Exact Shape (Concave)Use exact geometry.
Boundary Shape (Convex)Use a convex hull.
Bounding BoxUse a bounding box.
Scale

Scale islands to fill the unit square.

Rotate

Rotate islands to improve layout.

Rotation Method
Rotation Method

The rotation method.

EntryWhat it does
AnyAny angle is allowed for rotation.
CardinalOnly 90 degrees rotation are allowed
Axis - alignedRotate to a minimal rectangle. Either horizontal or vertical towards the shortest distance.
Axis - aligned ( Horizontal )Rotate to a minimal rectangle. Horizontal.
Axis - aligned ( Vertical )Rotate to a minimal rectangle. Vertical.
Margin

Adjust the margin amound.

Margin Method
Margin Method

What method to use for the margin. UV patches needs a margin between the single patches. So that the pixels of the texture doesn't bleed into other areas.

Scaled

Use scale of existing UV's to multiply margin.

Add

Just add the margin. And don't use the UV scale for calculation too.

Fraction

Specify a precise fraction of final UV output.

Lock Pinned Islands

Constrain islands that contains any pinned UV's

Lock Method
Lock Method

How to deal with pinned UV islands.

EntryWhat it does
ScalePinned islands won't scale.
RotationPinned islands won't rotate.
Rotation and ScalePinned islands won't scale and rotate
AllPinned islands will remain at their initial position and are locked in place.
Merge Overlapping

Overlapping islands stick together.

Pack To
Pack To
EntryWhat it does
Closest UdimPack islands to closest UDIM image tile
Active UdimPack islands to active UDIM image tile, or to the UDIM grid tile where the 2d cursor is located.
Original Bounding BoxPack to the starting bounding box of islands.
Custom RegionPack to custom region.

Average Island Scale

Average Island Scale
Average Island Scale

Scales the selected UV geometry to have the same relative size than the rest of the mesh. So that the texels at the mesh have roughly the same size everywhere.

Minimize Stretch

Minimize Stretch

You might end in a UV mapping result that still shows unwanted distortions here and there. For example when you UV map a human face. Minimize Stretch tries to minimize this stretching effects in the UV patches.

To view stretched areas at your UV patches, tick Display Stretch in the Overlays panel, and switch from Angle to Area. Then a stretch mask gets displayed. The color range goes from blue to green to red, where blue is minimal stretch and red is maximal stretch.

Minimize Stretch

Let's explain it with an example. A sphere where the cut is nearly at the pole. And UV mapped with Angle Based. The result will of course show heavy stretched areas.

Minimize Stretch

Note that the UV geometry must be selected in the UV Image editor. Now let's use the Minimize stretch tool. The algorithm now first tries its best to find the best fitting result that shows fewest stretching across the overall UV geometry.

Minimize Stretch

The header shows a help text while the algorithm works. The Blend factor is the value between the original unwrapped UV mesh, and the maximum minimized stretch. You can set this value manually by using the scroll wheel at your mouse, or with the + and - keys.

Minimize Stretch

Last Operator Minimize Stretch

EntryWhat it does
Fill HolesFill holes virtually fills holes before unwrapping to avoid overlapping and to preserve the geometry.
BlendThe Blend factor is the value between the original and the maximum minimized stretch.
IterationsNumber of iterations for the Minimize stretch algorithm.

Stitch

Stitch tries to union UV patches along the selected edges or vertices.

Stitch
Stitch

Last Operator Stitch

Last Operator Stitch

This last operator appears in the 3D view.

EntryWhat it does
Use LimitJust snap when the elements are below a given distance. · Snap Island: Snap the whole UV patch, or just the selected edge(s)/vertices
LimitThe limit distance for Use Limit.
Static IslandAdjust which island stays in place when stitching.
Active ObjectIndex of the active object.
Snap at MidpointSnap at the center point of the two elements instead the first to the last.
Clear SeamsUnmarks seams when stitching.
Operation Mode
Operation Mode

The operation mode. Calculate with Edges or Vertices.

Mark Seam

Mark Seam

The unwrap algorithms Angle based and Conformal requires to have edges marked as seams. Think of it as a cutting pattern for a trouser for example. Such a trouser is also made of fabric patterns.

Same goes for the UV patches when you use Angle based or conformal unwrapping. You need to cut your mesh into parts and mark edges as seams, so that the algorithm knows where the seams are.

Mark seam marks the currently selected edge(s) as a seam. Seam edges will be displayed as red in the 3D viewport. But not in the UV Image Editor. The UV patches represents the seams.

You need to unwrap the mesh again when you want to apply changes by the new marked seams.

Last Operator Mark Seam

Last Operator Mark Seam
Last Operator Mark Seam
Clear

Clears the seam instead of marking it.

Clear Seam

Clear seam removes the seam from the currently selected edge(s) in the 3D view.

Seams from Islands

Unwrapping creates the UV geometry from the 3D object. You mark the seams, then you click at unwrap, and the UV mesh gets created.

Mark Seams from islands goes the other way around for marking seams. It creates the seams at the mesh object in the 3D view from the UV geometry in the UV Image Editor.

A use case is when you import meshes. Then you usually just have the UV patches in the UV Image editor. And when you want to modify the UV's further, then you need the seams at the mesh.

Align/Arrange Islands

Provides a unified interface for aligning, distributing, and organizing UV islands based on axis, order, and spacing. Ideal for texture atlases, modular layouts, and precision packing.

Aligns selected UV islands along a chosen axis.

Last Operator Arrange/Align Islands

Last Operator Arrange/Align Islands
Last Operator Arrange/Align Islands
Initial Position
Initial Position

Defines how the alignment reference is calculated for each island. This determines where each island "snaps" during alignment—e.g., top edge, center, or bottom edge.

EntryWhat it does
Bounding BoxUses the outer bounds of each island.
UV GridAligns islands relative to the overall UV grid (typically 0–1 space).
Active UDIMUses the currently active UDIM tile as the reference.
2D CursorAligns islands based on the position of the UV Editor’s 2D cursor.
Axis
Axis

Specifies the direction along which islands will be aligned. X or Y. Useful for stacking islands top-to-bottom or side-by-side.

Align
Align

Controls which part of the island is aligned to the axis. This affects how islands are visually positioned relative to each other.

EntryWhat it does
MinAligns the minimum bound (e.g., bottom or left edge)
CenterAligns the center of the island
MaxAligns the maximum bound (e.g., top or right edge)
NonePreserves the island alignment.
Order
Order

Determines the sequence in which islands are arranged.

Margin

Sets the spacing between islands after alignment. Adds consistent padding between islands to avoid texture bleeding or overlap.

Value

Float input (e.g., 0.050)

Set User Region

Defines a custom region within the UV Editor viewport, allowing you to isolate, focus, or constrain operations to a specific area of the UV space.

Use

Use

An example is for Packing Islands: Limit packing to a specific region (e.g. top-right quadrant of the UV space). This can be used to constrain packing or alignment operations.

This can also serve as a reference zone for manual editing or snapping.

Use

To toggle visibility after defining it manually, use the Options drop down to the top right of the header.

Align submenu

Align submenu

Align the selected geometry. Affected are the vertices.

EntryWhat it does
StraightenStraightens the selected geometry in both directions, X and Y axis.
Straighten XStraightens the selected geometry along the X axis.
Straighten YStraightens the selected geometry along the Y axis.
Align AutoAligns the selection. The align axis gets chosen from the selection itself. When it's higher than tall, then it aligns along the Y axis. When it's taller than high, then it aligns along the X axis. The align point is the pivot of the selection.
Align XAligns the selection along the X axis. The align point is the pivot of the selection.

Align Y

Aligns the selection along the Y axis. The align point is the pivot of the selection.

Last operator Align
Last operator Align

The Last operator Align unions all the single straighten and align actions in one operator.

Axis
Axis

Lists the straighten and align methods again.

Align Rotation

Aligns the selected geometry horizontally or vertically. It aligns to the closest angle.

Last operator Align Rotation
Last operator Align Rotation
Last operator Align Rotation
Method

Geometry

Geometry

Aligns the whole geometry.

Edge

Edge

Aligns the geometry along the selected edge.

Auto

Checks for selection, and aligns then either the whole geometry or by the selected edge.

Move on Axis submenu

Move on Axis submenu
Move on Axis submenu
EntryWhat it does
DynamicMove UV’s on an axis dynamically
PixelMove UV’s on an axis by pixel
UDIMMove UV’s on an axis by UDIM tile.
EntryWhat it does
Copy UVCopy selected UV vertices.
Paste UVPastes copied UV vertices.

Show / Hide Faces submenu

Show / Hide Faces submenu
Show / Hide Faces submenu

Show or hide faces. This happens in both, the 3D View and the UV editor.

EntryWhat it does
Reveal HiddenMakes all geometry visible again.
Hide SelectedHides the selected geometry.
Hide UnselectedHides the not selected geometry. The selected geometry stays visible.

Last Operator Reveal Hidden / Hide Selected

Last Operator Reveal Hidden / Hide Selected
Last Operator Reveal Hidden / Hide Selected
Select

Define if the selected or the unselected elements gets hidden or revealed.

Reset

Resets the UV projection. Every single face gets fit into the UV space range of 0/1

Export UV Layout

Export UV Layout

Export the UV layout to an image, so that you can use it as a mask to build your texture in your favorite image editing software like Photoshop. It will open a file dialog, where you can define further export settings down left.

In the export dialog you will see export settings at the right side

All UV's

Export all UV's, not just the visible ones.

Export Tiles

Export Tiles

If to export UDIM tiles.

Modified

Export UV's from the modified mesh.

Format

Format

Choose the export format.

EntryWhat it does
SizeDefine the size of the image.
Fill OpacityHow opaque the wire frame lines are.