In Select Objects mode, only nodes in the scene can be selected in the scene view and nothing can be selected in the UV Editor view.
Alternatively, select the nodes in the scene view and then choose to open the UV Editor with the UVs for the selected nodes displayed.
(A UV island is a sub-part of the mesh where every vertex is directly or indirectly connected to every other vertex in the same island.)
When you select an island, its corresponding sub-mesh is highlighted white in the UV Editor.
Selected islands display in the scene view only when OpenGL wireframe rendering is selected (), not when using raytracing.

To see the borders, select the Show Borders option in the Visualize section of the UV Editor.

Hold the Shift or Shift+Ctrl keys and hover the cursor over an edge to highlight it. The edge highlights red if that edge has not been selected or yellow if it has been selected already.
Selected edges are highlighted green in the UV Editor.
They display in the scene view only when OpenGL wireframe rendering is selected (), not when using raytracing.

To select a chain of edges:

The shortest path connecting each way point, in the order it was picked, is selected and added to the current edge selection.

If any way point is located on a different UV island, a path that connects all way points cannot be constructed.


Adding a way point on the border between two islands may guide the path to go across the border.


Select Show All Vertices to display all vertices in magenta in the UV Editor.
They display in the scene view only when OpenGL wireframe rendering is selected ), not when using raytracing.
Hold the Shift or Shift+Ctrl keys and hover the cursor over a vertex to highlight it. The vertex highlights red if it has not been selected or yellow if it has been selected already.
Selected vertices are highlighted green.

Cuts are important to the unfolding process. They allow the UV textures to unfold with as little distortion as possible. When unfolded, the UV mesh should lay flat without overlapping.
The mesh is cut along the selected edges.

The edges become new borders after the cut.

There are two ways to sew edges: sew along borders or sew neighboring islands.

If sewing is successful, a border edge becomes a normal edge.
The UV coordinates of vertices on both sides of a border are averaged and used as the new coordinates for the sewed vertices.

This method has the same effect as selecting corresponding border edges and sewing them using Sew Edges. However, this method may be more efficient in some cases.

VRED attempts to sew neighboring islands together.

If the island has an internal border, which means the other side of the border belongs to the same island, it is also sewed. This may not be the desired behavior and can be changed by selecting the option Only Borders Between Islands, next to Sew Islands. When this option is selected, only borders between different islands can be sewed.

UV coordinates can be created by unfolding a surface in 3D space onto a 2D plane. Each UV island is an isolated and detachable piece so it is the basic unit to perform unfolding.
The quality of unfolding depends on how easily each island can unwrap onto a plane. A relatively planar surface is usually easy to unfold and produces a good result. On the other hand, a surface wrapped with a lot of tension is tricky to unfold and usually incurs a lot of distortion. Experience and effort may be needed to cut and sew the surfaces before unfolding to achieve a satisfactory result.

VRED attempts to pack the UV islands belonging to the same geometry into the unit UV space after unfolding.


The new UV coordinates for the selected islands are scaled roughly as large as before unfolding and placed in their original position.

The Iterations field in the Unfold section It indicates the maximum computation allowed to perform the unfolding. It affects both Unfold All and Unfold Islands. The time spent on unfolding may be reduced by having less iterations, but the result may be worse.
Use the options in the Manipulate section of the UV Editor to manipulate coordinates of selected islands/edges/vertices.
To flip the UV coordinates of selected islands/edges/vertices in either the U direction or V direction, click Flip in U Direction or Flip in V Direction, respectively.
To translate the UV coordinates of selected islands/edges/vertices:

To rotate the UV coordinates of selected islands/edges/vertices:


To scale the UV coordinates of selected islands/edges/vertices:


Modify the layout of multiple UVs at once using a 2D lattice deformer.
or

To toggle the automatic fitting of the rectangle you dragged to the bounding rectangle of the selected vertices, select Use Bounding Rectangle.

Left: Off, Right: On
Circles represent the control points of the lattice. They are distributed evenly in rows and columns. You can select control points and the lines connecting them. Select and deselect them the same way you select islands/edges/vertices.
Selected control points are yellow. If the two points that connect a line are both selected, then that line is also yellow.

Select lattice control points and drag.

Columns and Rows specify how many control points each row and column of the lattice has. The more columns and rows there are, the more local the influence of moving a control point.

Falloff 1.0
Falloff specifies how much influence the deformation should bring to the original UV coordinates. It is a value between 0.0 and 1.0. If 1.0 is used, UV coordinates are fully influenced by the deformation. If 0.0 is used, UV coordinates are not affected by the deformation at all. 1.0 was used in the previous example and 0.0 is used in the following example.

Falloff 0.0
If a complex surface geometry comes in as a normal triangle mesh which is one large piece, UV islands need to be created by cutting the surface so that each of them can be unfolded. If the unfolding result looks strange or unbalanced, more cuts are likely needed in the surface.
A shell node which may contain a number of NURBS components is considered as one geometry node and the UV coordinates of neighbor NURBS surfaces may be sewed together. If each NURBS surface is small and relatively planar, sewing UV islands of NURBS surfaces to form larger islands and then unfolding may be a more efficient way to work.
Sometimes the triangle mesh is completely split. This can be detected by enabling the border visualization and every edge will be drawn in blue. If unfolding is done on such geometry, a result like this will be returned.
