UV Editor Image menu

For more information on using the features in this menu see Display a texture behind the UVs.

Display

Shows or hides the texture image. This item can also be found in the UV Editor toolbar for quick access. See UV Editor overview.

Dim

Reduces the brightness of the currently displayed background image or checker pattern. 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. Select the option box to adjust the amount of dimming.

Unfiltered

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.

RGBA, Alpha

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.

Image Range

Use these settings to change how much of the texture appears in the editor.

Minimum U/V and Maximum U/V

You can explicitly set the size of the image by setting these options, or you can select one of the presets.

Presets
Select one of the preset image ranges and click Apply.
None

The texture space is defined by the Minimum and Maximum U and V values.

Grid size

The texture fills the extent of the grid (defined in the Grid Options window).

Unit size

The texture fills the 0 to 1 (or unit) texture space.

Image Ratio

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.

Pixel Snap

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..

Snap corner

When on, the selected UVs snap to the corners of other UVs.

Snap center

When on, the selected UVs snap to the centers of other UVs.

UV Editor Baking

Bakes the texture and stores it in memory. See also UV Editor overview.

Baked texture resolution

The resolution used when baking the texture.

Create PSD Network

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.

Update PSD Networks

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.

UV Snapshot

Saves an image file of the current UV layout. You can then paint on this image in a painting program or use this image as a background reference layer for texture work in an image editor such as Adobe® Photoshop®. See Save an image of the UV layout. An option window appears with the following controls:

File Name

You can save the file anywhere inside or outside of your project. Maya automatically assigns the file extension based on the image format you select.

Size X, Size Y

Sets the dimensions of the exported image. Use the same dimensions you want for the file texture you are about to create. If you are not sure, use the default size; you can scale the exported image later in your paint program.

Keep Aspect Ratio

The aspect ratio is the ratio of Size X to Size Y. With it turned on, you can change one size slider and Maya automatically adjusts the other size value to keep the same ratio. If you need to change the aspect ratio, turn off this option temporarily and adjust one of the sizes.

Color Value

Sets the color of the UV patches in the exported image. The background of the snapshot is black; therefore, the Color Value should be white or another contrasting color. You can click the box to open the Color Chooser.

Anti-alias Lines

Controls whether lines in the output image have anti-aliasing.

Image Format

Use an image format that your paint program can read. If you require an alpha channel while painting, use TIFF or a similar format.

UV Range

Normal (0 to 1) specifies the range between 0 and 1. When this option is set (default), only the UVs appearing in the 0 to 1 area are included in the 2D image that gets output.

Entire Range specifies that a 2D image will be output that covers all displayed UVs regardless of their position within UV space. That is, if the UVs lie outside the 0 to 1 range, they will still be included in the UV snapshot image.

User Specified allows you to customize the UV range that will be output by specifying minimum and maximum values for U and V. This is useful when you need to output an image of a specific UV shell or a specific region within the UV Editor.

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