For more information on using the features in this menu see Display a texture behind the UVs.
Shows or hides the texture image. This item can also be found in the UV Editor toolbar for quick access. See UV Editor overview.
Reduces the brightness of the currently displayed background image. Dimming the background image lets you more easily view and select components in the UV Editor’s view. Selecting the item toggles it on or off depending on its current state.
Turns off pixel blurring to show exact pixel boundaries. This item can also be found in the UV Editor toolbar for quick access. See UV Editor overview.
Shades active UV shells in a semitransparent way.
Using Shade UVs you can:
Specifies the shaded color for UV shells with a clockwise winding order. The default color is blue.
Specifies the transparency value for the front-facing shaded UV shells. A value of 0 is fully transparent while a value of 1 is fully opaque. The default is 0.25.
Specifies the shaded color for UV shells with a counterclockwise winding order. The default color is red.
Specifies the transparency value for the back-facing shaded UV shells. A value of 0 is fully transparent while a value of 1 is fully opaque. The default is 0.25.
Switch between displaying the texture image and its alpha (transparency) channel. These items can also be found in the UV Editor toolbar for quick access. See UV Editor overview for a table of tool buttons and their uses.
Determines whether or not to automatically snap UVs to pixels. Snapping is to pixel corners or centers. This item can also be found in the UV Editor toolbar for quick access. See UV Editor overview for a table of tool buttons and their uses..
Select where Pixels snap to.
When on, the selected UVs snap to the corners of other UVs.
When on, the selected UVs snap to the centers of other UVs.
Use these settings to change how much of the texture appears in the editor.
You can explicitly set the size of the image by setting these options, or you can select one of the presets.
The texture space is defined by the Minimum and Maximum U and V values.
The texture fills the extent of the grid (defined in the Grid Options window).
The texture fills the 0 to 1 (or unit) texture space.
Switches between showing square texture space and texture space with the same ratio of width to height as the image. This item can also be found in the UV Editor toolbar for quick access. See UV Editor overview.
Bakes the texture and stores it in memory. See also UV Editor overview.
The resolution used when baking the texture.
Creates an Adobe® Photoshop® texture you can use as a texture map. When this feature is used, a PSD layer of the UVs can be explicitly created to aid painting of the texture. For more information, see Use PSD Networks as textures in Maya and Create a PSD file with layer sets from within Maya.
When you modify a PSD file in Adobe® Photoshop® that is connected to a Maya PSD node, you can update (refresh) the image in Maya to show the modifications immediately. All PSD networks in the scene are updated. See Update PSD Networks.