Using UV Maps
为物体创建材质。
要创建材质,在材质标签页单击 添加新的 材质即可。
There are two ways to tell Blender to use the UV texture when rendering; the quick way and the proper way.
The quick way is to use generated UV coordinates. Generated coordinates is used by default by all Texture nodes, with the exception of Image textures that use UV coordinates by default. To use generated coordinates for images as well use the Generated output of the .
更多使用图像纹理的细节参考 图像纹理 页面。
Note
渲染必须要有材质
无需指定材质,你就可以在Blender中处理网格上的UV贴图,甚至还可以在3D视图中使用纹理着色进行预览。然而,在渲染时,如果没有对物体指定材质,默认的渲染结果是灰色的。如果没有载入图像,渲染结果是黑色的。如果没有使用图像创建纹理,物体将根据程序化材质进行渲染。
If your image is a base uniform pattern and you want the application of that image to your model to look like cloth, you do not want any stretching (unless you want the cloth to look like spandex). You may also need to test your UV mapping with a test image:
When you render, the mesh will have the test grid as its colors, and the UV texture will be the size image you specified. Note that Blender has a built-in test image. To use it, press the New button of the data-block menu in the Image editor header and change the Generated Type to UV Grid.
See also