Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41758] trunk/blender: CMake/Scons: automatically use ffmpeg, boost and openimageio from the svn lib/
Am 12.11.2011 15:42, schrieb Brecht Van Lommel: Hi, CMake/Scons: automatically use ffmpeg, boost and openimageio from the svn lib/ directory if available, which should make building with ffmpeg and cycles easier. How is the search order? I think here (Ubuntu 64bit) it still used the system libs in /usr/... even I did checkout the lib/ (to above the blender/ folder as stated in the docs) I needed to manually tell cmake (via ccmake) where to find it. I committed a fix for this in revision 41762, did that solve the issue? If I understand the cmake documentation right, it should be Yes, I tested it and now a lib/ folder is used first place. Thanks, Carsten -- Carsten Wartmann: Autor - Dozent - 3D - Grafik Homepage: http://blenderbuch.de/ Das Blender-Buch: http://blenderbuch.de/redirect.html ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?
Hi. I located following terms in Blender and Blender documentation: UV-Texture UV-Map UV Layer UV Texture Layer And it looks a bit like the terms sometimes get mixed up. I scrolled over different areas in the Blender-GUI and i found: in Image editor: - Export UV Layout In Object properties (texture section) - Mapping - UV In Object Properties (Object Data Section) - UV Texture - UVTex (default name of new UV texture) - Add UV Texture Layer (in tooltip) In Modifer (UV Project Modifier) - UV Layer - UV Layer name (tooltip) After trying to identify the differences between the above mentioned terms I derived the following definition for these terms. Please can you tell me if this is correct, or clarify where i am wrong ? UV Map: Map which relates the faces of a mesh to areas on a 2-dimensional image.** UV Texture Layer: Synonym for UV Map UV Layer: shortform of UV Texture Layer UV Texture: A texture which needs a UV Map to be projected on the surface of an Object If the first 3 terms are indeed synonyms, then i propose to replace them by one single term. I think UV Map would be the one to use and then we have only: UV Map ( a map between faces on an object and corresponding locations on a 2D image) UV Texture (an image that uses a UV Map) what do you think about this ? If i am right then this change would make it much easier to understand UV texturing with Blender and it would become much easier to explain it... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?
+1 I so agree with this, UV Layers / UV Coords and specially UV Maps are good names, UV textures are NOT. an UV is NOT a texture, it's just a mapping coordinate. Personally I'd like if it was called UV Map all over, since it's correct, short and also a more standard name cheers Daniel Salazar 3Developer.com On Sun, Nov 13, 2011 at 9:32 AM, Jass gaia.cl...@machinimatrix.org wrote: Hi. I located following terms in Blender and Blender documentation: UV-Texture UV-Map UV Layer UV Texture Layer And it looks a bit like the terms sometimes get mixed up. I scrolled over different areas in the Blender-GUI and i found: in Image editor: - Export UV Layout In Object properties (texture section) - Mapping - UV In Object Properties (Object Data Section) - UV Texture - UVTex (default name of new UV texture) - Add UV Texture Layer (in tooltip) In Modifer (UV Project Modifier) - UV Layer - UV Layer name (tooltip) After trying to identify the differences between the above mentioned terms I derived the following definition for these terms. Please can you tell me if this is correct, or clarify where i am wrong ? UV Map: Map which relates the faces of a mesh to areas on a 2-dimensional image.** UV Texture Layer: Synonym for UV Map UV Layer: shortform of UV Texture Layer UV Texture: A texture which needs a UV Map to be projected on the surface of an Object If the first 3 terms are indeed synonyms, then i propose to replace them by one single term. I think UV Map would be the one to use and then we have only: UV Map ( a map between faces on an object and corresponding locations on a 2D image) UV Texture (an image that uses a UV Map) what do you think about this ? If i am right then this change would make it much easier to understand UV texturing with Blender and it would become much easier to explain it... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender developer IRC meeting, nov 13 2011
Hi, here is the summary of today's meeting: 1) Blender 2.61 -All four projects have been merged to trunk: --Camera Tracking --Cycles render engine --Dynamic paint --Ocean Simulation Congratulations to everyone involved! :) -We are now in BCon3, focus is now on stabilization and polishing of the new features. If everything goes according to plan, a release candidate will be available beginning of December. -Sergey Sharybin will look into making the Motion Tracker UI a bit easier for non Tracking experts. (make some names more clear etc.) He will commit some changes from tomato branch tomorrow. -Documentation for the new features: Cycles: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles Dynamic Paint: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Dynamic_Paint Ocean Sim: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Ocean Motion Tracker: needs to be done 2) Current projects B-Mesh: -Ender79 made some changes to make various painting cases work, but still a lot to do. Cycles does not build in the branch currently, some work has to be done here as well. 3) Documentation Discussion about Luca's proposal: http://lists.blender.org/pipermail/bf-committers/2011-November/034245.html -Every commit in svn is supposed to have all relevant information in it. This can be in the commit message itself, or a link to a blog, but preferably in wiki. -For new features test and demo .blend file(s) should be added to the test svn. These test files should both be suitable for users to learn about the feature as for testers to verify it works. Add text information in the .blend itself! -The Wiki team will assist the developers moving docs over to the wiki manual. We will assign doc module owners soon. Thanks, Thomas -- Thomas Dinges Blender Developer, Artist and Musician www.dingto.org ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender tangent space calculation
Hi. I am sorry if I subscribe into a wrong place, I am new and I've not actually planned to change or to debug the blender sources yet. But I trying to write app that'll be render models with normal mapping exported from blender, and I have a question about how exactly is blender calculates a tangent vectors when Unwrap operation in the editing mode performs? Calculating tangents in my app in usual manner (using UV coords and verts positions) gives me different tangents for each face of the same vertex indexed from, and thus crumpled normal map looking. Then by looking into blender sources (searching by 'tangent' keyword) I've found a couple of functions with tangents calculations, like: float axis[3] = {0.0f, 0.0f, 1.0f}; cross_v3_v3v3(tangent, normal, up); normalize_v3(tangent); After I tried same method in my program I've gotten almost perfect looking model, depending on what initial axis I've used. To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for each normal, I calculate max dot product of tangent calculated by each axis with tangent calculated from UV coords. But still it seems that in some rare vertices tangent is calculates wrong, maybe because of wrong initial axis. So, can anyone please give me any information about tangents calculation formula that blender uses while generates UV coords or some advice about choosing initial axis. Thanks for help. Eugene ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Node angles are now in radians, baware if using mixed trunk/official versions pipeline
Hi, I just committed a patch to svn, fixing [#29151] rotate node wrong input (mixing up radians and degrees). Angles in nodes have just been moved to consistent Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel. Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be careful! WARNING! Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)! And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher... This affects following nodes: * Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur * Shader: Mapping And all future code using the TexMapping struct’s rotation part (its rot member is now in radians). Best regards, Bastien Montagne ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com wrote: Hi. I am sorry if I subscribe into a wrong place, I am new and I've not actually planned to change or to debug the blender sources yet. But I trying to write app that'll be render models with normal mapping exported from blender, and I have a question about how exactly is blender calculates a tangent vectors when Unwrap operation in the editing mode performs? Calculating tangents in my app in usual manner (using UV coords and verts positions) gives me different tangents for each face of the same vertex indexed from, and thus crumpled normal map looking. Then by looking into blender sources (searching by 'tangent' keyword) I've found a couple of functions with tangents calculations, like: float axis[3] = {0.0f, 0.0f, 1.0f}; cross_v3_v3v3(tangent, normal, up); normalize_v3(tangent); After I tried same method in my program I've gotten almost perfect looking model, depending on what initial axis I've used. To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for each normal, I calculate max dot product of tangent calculated by each axis with tangent calculated from UV coords. But still it seems that in some rare vertices tangent is calculates wrong, maybe because of wrong initial axis. So, can anyone please give me any information about tangents calculation formula that blender uses while generates UV coords or some advice about choosing initial axis. Thanks for help. Eugene ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
Wow!! Thanks a lot, for pointing me to the google ;) But I afraid that maybe I've not correctly describe my problem. If so, sorry for that, because my english is still kinda weak. My problem not in generating a normal maps (a textures) in blender. Not at all. My problem is that I cannot fully correct render my already generated normal maps in my app. Because, how I mentioned in the last mail, the usual methods for this purpose (by UV coords) is not gives me desired results. So I wanted to ask for help with information about methods blender uses for generating tangents. And yes, I had searched in google but unfortunately have't found something helpful yet. If someone can point me to that kind of info, I will be very grateful! On Mon, Nov 14, 2011 at 12:08 AM, Morten Mikkelsen mikkels...@gmail.comwrote: There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com wrote: Hi. I am sorry if I subscribe into a wrong place, I am new and I've not actually planned to change or to debug the blender sources yet. But I trying to write app that'll be render models with normal mapping exported from blender, and I have a question about how exactly is blender calculates a tangent vectors when Unwrap operation in the editing mode performs? Calculating tangents in my app in usual manner (using UV coords and verts positions) gives me different tangents for each face of the same vertex indexed from, and thus crumpled normal map looking. Then by looking into blender sources (searching by 'tangent' keyword) I've found a couple of functions with tangents calculations, like: float axis[3] = {0.0f, 0.0f, 1.0f}; cross_v3_v3v3(tangent, normal, up); normalize_v3(tangent); After I tried same method in my program I've gotten almost perfect looking model, depending on what initial axis I've used. To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for each normal, I calculate max dot product of tangent calculated by each axis with tangent calculated from UV coords. But still it seems that in some rare vertices tangent is calculates wrong, maybe because of wrong initial axis. So, can anyone please give me any information about tangents calculation formula that blender uses while generates UV coords or some advice about choosing initial axis. Thanks for help. Eugene ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
Eugene, the link Morten pointed you tohttp://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Mapsexplains that the tangent space you created your normal maps in (in blender) is generated by the implementation in mikktspace.hhttps://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.hand mikktspace.chttps://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.c . you might want to use those in your app (check the licence inside). cheers, lmg On Sun, Nov 13, 2011 at 10:51 PM, Eugene Minov minov@gmail.com wrote: Wow!! Thanks a lot, for pointing me to the google ;) But I afraid that maybe I've not correctly describe my problem. If so, sorry for that, because my english is still kinda weak. My problem not in generating a normal maps (a textures) in blender. Not at all. My problem is that I cannot fully correct render my already generated normal maps in my app. Because, how I mentioned in the last mail, the usual methods for this purpose (by UV coords) is not gives me desired results. So I wanted to ask for help with information about methods blender uses for generating tangents. And yes, I had searched in google but unfortunately have't found something helpful yet. If someone can point me to that kind of info, I will be very grateful! On Mon, Nov 14, 2011 at 12:08 AM, Morten Mikkelsen mikkels...@gmail.com wrote: There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com wrote: Hi. I am sorry if I subscribe into a wrong place, I am new and I've not actually planned to change or to debug the blender sources yet. But I trying to write app that'll be render models with normal mapping exported from blender, and I have a question about how exactly is blender calculates a tangent vectors when Unwrap operation in the editing mode performs? Calculating tangents in my app in usual manner (using UV coords and verts positions) gives me different tangents for each face of the same vertex indexed from, and thus crumpled normal map looking. Then by looking into blender sources (searching by 'tangent' keyword) I've found a couple of functions with tangents calculations, like: float axis[3] = {0.0f, 0.0f, 1.0f}; cross_v3_v3v3(tangent, normal, up); normalize_v3(tangent); After I tried same method in my program I've gotten almost perfect looking model, depending on what initial axis I've used. To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for each normal, I calculate max dot product of tangent calculated by each axis with tangent calculated from UV coords. But still it seems that in some rare vertices tangent is calculates wrong, maybe because of wrong initial axis. So, can anyone please give me any information about tangents calculation formula that blender uses while generates UV coords or some advice about choosing initial axis. Thanks for help. Eugene ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender tangent space calculation
Oh, my bad :) I've seen that page but I'd thought this page is explains different baking modes in blender's render. Morten Mikkelsen - thank you for your great implementation! I'will learn it! M.G. Kishalmi - thanks for explanation ) On Mon, Nov 14, 2011 at 1:55 AM, M.G. Kishalmi l...@kishalmi.net wrote: Eugene, the link Morten pointed you tohttp://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Maps explains that the tangent space you created your normal maps in (in blender) is generated by the implementation in mikktspace.h https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.h and mikktspace.c https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.c . you might want to use those in your app (check the licence inside). cheers, lmg On Sun, Nov 13, 2011 at 10:51 PM, Eugene Minov minov@gmail.com wrote: Wow!! Thanks a lot, for pointing me to the google ;) But I afraid that maybe I've not correctly describe my problem. If so, sorry for that, because my english is still kinda weak. My problem not in generating a normal maps (a textures) in blender. Not at all. My problem is that I cannot fully correct render my already generated normal maps in my app. Because, how I mentioned in the last mail, the usual methods for this purpose (by UV coords) is not gives me desired results. So I wanted to ask for help with information about methods blender uses for generating tangents. And yes, I had searched in google but unfortunately have't found something helpful yet. If someone can point me to that kind of info, I will be very grateful! On Mon, Nov 14, 2011 at 12:08 AM, Morten Mikkelsen mikkels...@gmail.com wrote: There you go buddy -- http://lmgtfy.com/?q=blender+tangent+space On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov minov@gmail.com wrote: Hi. I am sorry if I subscribe into a wrong place, I am new and I've not actually planned to change or to debug the blender sources yet. But I trying to write app that'll be render models with normal mapping exported from blender, and I have a question about how exactly is blender calculates a tangent vectors when Unwrap operation in the editing mode performs? Calculating tangents in my app in usual manner (using UV coords and verts positions) gives me different tangents for each face of the same vertex indexed from, and thus crumpled normal map looking. Then by looking into blender sources (searching by 'tangent' keyword) I've found a couple of functions with tangents calculations, like: float axis[3] = {0.0f, 0.0f, 1.0f}; cross_v3_v3v3(tangent, normal, up); normalize_v3(tangent); After I tried same method in my program I've gotten almost perfect looking model, depending on what initial axis I've used. To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for each normal, I calculate max dot product of tangent calculated by each axis with tangent calculated from UV coords. But still it seems that in some rare vertices tangent is calculates wrong, maybe because of wrong initial axis. So, can anyone please give me any information about tangents calculation formula that blender uses while generates UV coords or some advice about choosing initial axis. Thanks for help. Eugene ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?
Would it be worthwhile to work out a patch and offer that to the Blender developers ? Would that increase the chance to get this changed to a better and more consistent state ? A gui where we only have UV Map (for the map) UV Texture (for the image) Is there a standard procedure which has to be used for such a change request ? -gaia- Am 13.11.2011 16:43, schrieb Daniel Salazar - 3Developer.com: +1 I so agree with this, UV Layers / UV Coords and specially UV Maps are good names, UV textures are NOT. an UV is NOT a texture, it's just a mapping coordinate. Personally I'd like if it was called UV Map all over, since it's correct, short and also a more standard name cheers Daniel Salazar 3Developer.com On Sun, Nov 13, 2011 at 9:32 AM, Jassgaia.cl...@machinimatrix.org wrote: Hi. I located following terms in Blender and Blender documentation: UV-Texture UV-Map UV Layer UV Texture Layer And it looks a bit like the terms sometimes get mixed up. I scrolled over different areas in the Blender-GUI and i found: in Image editor: - Export UV Layout In Object properties (texture section) - Mapping - UV In Object Properties (Object Data Section) - UV Texture - UVTex (default name of new UV texture) - Add UV Texture Layer (in tooltip) In Modifer (UV Project Modifier) - UV Layer - UV Layer name (tooltip) After trying to identify the differences between the above mentioned terms I derived the following definition for these terms. Please can you tell me if this is correct, or clarify where i am wrong ? UV Map: Map which relates the faces of a mesh to areas on a 2-dimensional image.** UV Texture Layer: Synonym for UV Map UV Layer: shortform of UV Texture Layer UV Texture: A texture which needs a UV Map to be projected on the surface of an Object If the first 3 terms are indeed synonyms, then i propose to replace them by one single term. I think UV Map would be the one to use and then we have only: UV Map ( a map between faces on an object and corresponding locations on a 2D image) UV Texture (an image that uses a UV Map) what do you think about this ? If i am right then this change would make it much easier to understand UV texturing with Blender and it would become much easier to explain it... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?
The layer is called UV Texture Layer because it contains both UV coordinates and an image texture for each face (and some other texture face properties before the changes in 2.60). Modifiers and other places that use these usually have properties called UV Layer, because they only use the UV coordinates part. So there is a reason for the naming, though it may not be that clear and not always applied consistently... Brecht. On Sun, Nov 13, 2011 at 4:32 PM, Jass gaia.cl...@machinimatrix.org wrote: Hi. I located following terms in Blender and Blender documentation: UV-Texture UV-Map UV Layer UV Texture Layer And it looks a bit like the terms sometimes get mixed up. I scrolled over different areas in the Blender-GUI and i found: in Image editor: - Export UV Layout In Object properties (texture section) - Mapping - UV In Object Properties (Object Data Section) - UV Texture - UVTex (default name of new UV texture) - Add UV Texture Layer (in tooltip) In Modifer (UV Project Modifier) - UV Layer - UV Layer name (tooltip) After trying to identify the differences between the above mentioned terms I derived the following definition for these terms. Please can you tell me if this is correct, or clarify where i am wrong ? UV Map: Map which relates the faces of a mesh to areas on a 2-dimensional image.** UV Texture Layer: Synonym for UV Map UV Layer: shortform of UV Texture Layer UV Texture: A texture which needs a UV Map to be projected on the surface of an Object If the first 3 terms are indeed synonyms, then i propose to replace them by one single term. I think UV Map would be the one to use and then we have only: UV Map ( a map between faces on an object and corresponding locations on a 2D image) UV Texture (an image that uses a UV Map) what do you think about this ? If i am right then this change would make it much easier to understand UV texturing with Blender and it would become much easier to explain it... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Are UV Texture Layer and UV Layer synonyms for UV Map ?
Sounds like a good time to unify naming, I again propose UV Map Daniel Salazar 3Developer.com On Sun, Nov 13, 2011 at 9:07 PM, Brecht Van Lommel brechtvanlom...@pandora.be wrote: The layer is called UV Texture Layer because it contains both UV coordinates and an image texture for each face (and some other texture face properties before the changes in 2.60). Modifiers and other places that use these usually have properties called UV Layer, because they only use the UV coordinates part. So there is a reason for the naming, though it may not be that clear and not always applied consistently... Brecht. On Sun, Nov 13, 2011 at 4:32 PM, Jass gaia.cl...@machinimatrix.org wrote: Hi. I located following terms in Blender and Blender documentation: UV-Texture UV-Map UV Layer UV Texture Layer And it looks a bit like the terms sometimes get mixed up. I scrolled over different areas in the Blender-GUI and i found: in Image editor: - Export UV Layout In Object properties (texture section) - Mapping - UV In Object Properties (Object Data Section) - UV Texture - UVTex (default name of new UV texture) - Add UV Texture Layer (in tooltip) In Modifer (UV Project Modifier) - UV Layer - UV Layer name (tooltip) After trying to identify the differences between the above mentioned terms I derived the following definition for these terms. Please can you tell me if this is correct, or clarify where i am wrong ? UV Map: Map which relates the faces of a mesh to areas on a 2-dimensional image.** UV Texture Layer: Synonym for UV Map UV Layer: shortform of UV Texture Layer UV Texture: A texture which needs a UV Map to be projected on the surface of an Object If the first 3 terms are indeed synonyms, then i propose to replace them by one single term. I think UV Map would be the one to use and then we have only: UV Map ( a map between faces on an object and corresponding locations on a 2D image) UV Texture (an image that uses a UV Map) what do you think about this ? If i am right then this change would make it much easier to understand UV texturing with Blender and it would become much easier to explain it... ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers