[Bf-docboard-svn] bf-manual: [7241] trunk/blender_docs/manual/modeling/meshes/editing/uv.rst: Mesh UV Editing: Split cyclinder and sphere projection

Aaron Carlisle noreply at blender.org
Wed Oct 14 18:33:06 CEST 2020


Revision: 7241
          https://developer.blender.org/rBM7241
Author:   Blendify
Date:     2020-10-14 18:33:05 +0200 (Wed, 14 Oct 2020)
Log Message:
-----------
Mesh UV Editing: Split cyclinder and sphere projection

Modified Paths:
--------------
    trunk/blender_docs/manual/modeling/meshes/editing/uv.rst

Modified: trunk/blender_docs/manual/modeling/meshes/editing/uv.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/editing/uv.rst	2020-10-13 23:54:58 UTC (rev 7240)
+++ trunk/blender_docs/manual/modeling/meshes/editing/uv.rst	2020-10-14 16:33:05 UTC (rev 7241)
@@ -262,10 +262,51 @@
 
 
 .. _bpy.ops.uv.cylinder_project:
+
+Cylinder Projection
+===================
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Editor:    3D View
+   :Mode:      Edit Mode
+   :Menu:      :menuselection:`UV --> Cylinder Projection`
+   :Hotkey:    :kbd:`U`
+
+Normally, to unwrap a cylinder (tube) as if you slit it lengthwise and folded it flat,
+Blender wants the view to be vertical, with the tube standing "up".
+Different views will project the tube onto the UV map differently, skewing the image if used.
+However, you can set the axis on which the calculation is done manually.
+
+
+Options
+-------
+
+Direction
+   View on Poles
+      Use when viewing from the top (at a pole) by using an axis that is straight down from the view.
+   View on Equator
+      Use if view is looking at the equator, by using a vertical axis.
+   Align to Object
+      Uses the object's transform to calculate the axis.
+
+Align
+   Select which axis is up.
+
+   Polar ZX
+      Polar 0 is on the X axis.
+   Polar ZY
+      Polar 0 is on the Y axis.
+
+Radius
+   The radius of the cylinder to use.
+
+
 .. _bpy.ops.uv.sphere_project:
 
-Cylinder & Sphere Projection
-============================
+Sphere Projection
+=================
 
 .. admonition:: Reference
    :class: refbox
@@ -273,35 +314,28 @@
    :Editor:    3D View
    :Mode:      Edit Mode
    :Menu:      :menuselection:`UV --> Sphere Projection`
-               :menuselection:`UV --> Cylinder Projection`
    :Hotkey:    :kbd:`U`
 
-Cylindrical and Spherical mappings have the same options. The difference is that
+Spherical mappings is similar to cylinder but the difference is that
 a cylindrical mapping projects the UVs on a plane toward the cylinder shape,
 while a spherical map takes into account the sphere's curvature,
 and each latitude line becomes evenly spaced.
-Useful for spherical shapes, like eyes, planets, etc.
+*Sphere Projection* is useful for spherical shapes, like eyes, planets, etc.
 
+Recall the opening cartographer's approaching to mapping the world? Well,
+you can achieve the same here when unwrapping a sphere from different points of view.
+Normally, to unwrap a sphere, view the sphere with the poles at the top and bottom.
+After unwrapping, Blender will give you an equirectangular projection;
+the point at the equator facing you will be in the middle of the image.
+A polar view will give a very different but common projection map.
+Using an equirectangular projection map of the earth as the UV image
+will give a good planet mapping onto the sphere.
+
 .. figure:: /images/modeling_meshes_editing_uv_sphere-projection.png
-   :width: 420px
 
    Using an equirectangular image with a Sphere Projection.
 
-Normally, to unwrap a cylinder (tube) as if you slit it lengthwise and folded it flat,
-Blender wants the view to be vertical, with the tube standing "up".
-Different views will project the tube onto the UV map differently, skewing the image if used.
-However, you can set the axis on which the calculation is done manually.
-This same idea works for the sphere mapping:
 
-Recall the opening cartographer's approaching to mapping the world? Well,
-you can achieve the same here when unwrapping a sphere from different points of view. Normally,
-to unwrap a sphere, view the sphere with the poles at the top and bottom. After unwrapping,
-Blender will give you an equirectangular projection;
-the point at the equator facing you will be in the middle of the image.
-A polar view will give a very different but common projection map. Using an equirectangular projection
-map of the earth as the UV image will give a good planet mapping onto the sphere.
-
-
 Options
 -------
 
@@ -322,7 +356,7 @@
       Polar 0 is on the Y axis.
 
 Radius
-   The radius of the cylinder to use.
+   The radius of the sphere to use.
 
 
 .. _bpy.ops.uv.project_from_view:



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