Maps UVs onto the selected objects by projecting them inward from an imaginary sphere.
Use these options to set what happens when you select
.This option is turned on by default. The Insert projection before deformers option is relevant when the polygonal object has deformation applied to it. If the option is turned off and the deformation is animated, the texture placement is affected by the change in vertex positions. This leads to “swimming” textures.
Turning this option on applies the texture placement to the polygonal object before the deformation is applied to it. Basically, the texture placement dependency graph node is inserted before the deformer dependency graph nodes and the texture “sticks” to the geometry even after the deformation.
Turn this option on to create a new UV set and place the UVs created by the projection in that set. Type the name of your UV set in the UV Set name box.
You can use the manipulator handles to interactively adjust the UV map that gets projected or enter values to change the Projection Center, Rotation and Sweep using either the Channel Box or the Attribute Editor. These values correspond to the manipulator handles that display when you map your texture onto the polygon.
The projection center defines the point of origin in the X, Y, or Z axis from where you can project a texture map. By default, this is the center of the selected faces in the X, Y, or Z axis.
Type a value to rotate the projection in the 3D view around the X, Y, or Z axis which subsequently rotates the texture.
Use the slider or type a value to scale the projection horizontally around the polygonal object. This value corresponds to the Projection Scale Aperture handles on the manipulator. For instance, pull the Projection Scale Aperture handles all the way around the object until they meet. This is equivalent to entering 360 in the box.
Use the slider or type a value to scale the projection vertically around the polygonal object. This value corresponds to the Projection Scale Aperture handles on the manipulator. For instance, pull the Projection Scale Aperture handles all the way around the object until they meet. This is equivalent to entering 360 in the box.
This value represents the center of the projected UVs. Changing this value translates the center accordingly.
This value changes the angle at which UVs are rotated in the 2D window. Drag the slider or enter a value to rotate the image.
This value represents the width (U) or the height (V) of the 2D map relative to the 2D center point.