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UV映射

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UV和纹理在3D中的应用

UV映射是在三维建模中将2D图像投影到3D表面以进行纹理映射的过程。字母U和V用来表示纹理贴图上的坐标轴,因为XYZ已经用于表示三维空间中对象的坐标轴,而W(除了XYZ外)用于计算四元数,这是在电脑图形学中的常见操作。

立方体的UV映射示例,可以对摊开的立方体进行纹理化已纹理化立方体

流程

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UV纹理允许使用普通图像中的颜色(或其他表面属性)绘制构成3D对象的多边形。该图像称为UV纹理。[1]UV映射的过程涉及将图像中的像素分配给多边形的表面,通常以“编程方式”复制贴图上的一部分并将其粘贴到对象的一部分部分来实现。[2]UV映射是投影映射的替代方法(例如,使用模型的任意一对XYZ坐标或任何位置变换);它只映射到纹理空间而不是进入物体的几何空间。渲染时使用UV纹理坐标来确定如何绘制三维表面。

应用

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一个方格球体,一个没有(左)UV映射,一个有(右)UV映射(使用3D XYZ空间或2D UV空间)


有坐标的UV检查贴图

参考文献

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  1. ^ Mullen, T (2009). Mastering Blender. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. ISBN 9780470496848
  2. ^ Murdock, K.L. (2008). 3ds Max 2009 Bible. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. ISBN 9780470417584
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UV映射
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