The Texture View allows you to visualize a preview of the selected texture operator. The texture view is split in two parts, the texture area and the toolbar.
(1) Show Alpha Checkerboard (2) HUD Display (3) Texture Display (4) UV Map Display (5) UV Grid (6) UV Grid Type (7) View Transform (8) Exposure (9) Gamma (10) UV Wire Color (11) UV Range (12) Auto Fit UV Range (13) Projection Axis (14) UV Map Selection (15) Shading Group Visibility (16) HUD (17) Texture Area
The texture area (1) is where the texture and UV maps are displayed. The HUD (16) displays some information such as the view transform and the current color. It is possible to deactivate the HUD display by clicking on the HUD Display button (2).
To pan press Space+Left Button or Space+Middle Button in the texture area. Drag in any directions to pan the view.
To zoom, press Space+Right Button. Drag left or up to zoom out and right or down to zoom in. You can also use the mouse wheel to perform zooming or use + and - keys.
For convenience Alt key can be used for all shortcuts defined with Space.
To fit the texture to the view. Press F.
You override the default view transform defined in the application preferences using the View Transform selection button (7). To change the default View Transform used by all widgets displaying images go to Edit > Preferences... > Color Management. For more information about color management in Clarisse, please refer to Color Management section.
You can adjust the exposure of the display by modifying (8). It is extremely useful to check high and low values in the image. By default, it is set to 0.0. To reset the Exposure, click on the Exposure button.
You can adjust the gamma by modifying (9). By default, it is set to 1.0. To reset the Gamma, click on the Gamma button.
It is possible to customize the display of the texture area. By clicking on the Texture Display button (3) you can hide the display of the selected texture. Clicking on UV Map Display (4) allows you to hide the display of the UV Map. It is also possible to toggle the visibility of the background uv grid by clicking on UV Grid (5).
By default the Texture View displays UV Maps without taking into account the visibility of the shading groups. It is possible to change this behavior by clicking on Shading Group Visibility (15) and selecting Show Based On Shading Groups Visibility.
When textures are not using a UV projection, it is possible to specify the projection axis of the used to evaluate the texture using the Projection Axis button (13).
UV Grid Type#
The Texture View offers multiple modes to display the background UV grid.
|Standard||Display a grid defined between (0, 0) and (1,1) in UV space.|
|UDIM||Display each UV region with the UDIM convention|
|UV Tile||Display each UV region with the UV Tile convention|
|UV Range||Display a grid defined by the UV Range.|
The UV Range (11) allows you to specify the UV window on which the displayed texture will be evaluated. Setting a range of 0,0,1,1 means that the texture will be evaluated for the range (0,0) to (1,1).
Instead of setting the range manually, it is also possible to automatically set the UV range from the extents of current displayed UV Map. To enable automatic UV Range, click on Auto Fit UV Range (12). Selecting a UV Map is achieved by using the UV Map Selection button (14).
UV Wire Color#
It is possible to customize the wireframe color of the UV Map by clicking on UV Wire Color (10)
UV Map Selection#
By default, the Texture View displays the first available UV Map of the selected geometry. It is possible to select a specific UV Map by clicking on the UV Map Selection button (14)
Since you may be working on transparent textures the Texture View allows you to display the transparency of a texture, it is possible to toggle on and off alpha checkerboard display by clicking on (1).