[Blender Add-on] Magic UV (v4.1) Tutorial - World Scale UV

nutti (N) · 11K views · 2016 · 0:57

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Why Blender Stack Exchange recommends it

Blender Stack Exchange answerers point people to it when they need UVs and textures to match real-world object scale, using the Magic UV add-on.

Recommended by 2 people across 2 different months, 2016 to 2022.

What it is

A 57-second screen demo of the World Scale UV feature in the Magic UV add-on (v4.1) for Blender, ported from McBuff's script. It shows UVs being scaled in proportion to the mesh's real size. Presented by the add-on's author, nutti.

What people said

Recommends Reign of Error · 2016-09 · Blender Stack Exchange · on “Unwrap UV map proportionally to object size”

The Magic UV addon (available here [LINK] ) can be used to accomplish this. To install the Magic UV addon: If you're using a version of Blender before 2.79 (the addon is included by default in later versions): place the uv_magic_uv folder in the Blender/(version number)/scripts/addons folder. In Blender, go to File > User Preferences > Add-ons . Scroll down the list and enable "UV: Magic UV". Use: For a given texture intended to be X units by X units in size, make a reference square (e.g., the side of cube) of those dimensions. Switch to the UV Editing screen layout. UV map the square such that it occupies the entire UV area (no margin). With the square selected, press U and select World Sca

Recommends Reign of Error · 2016-09 · Blender Stack Exchange · on “Texture scaling to real world measurements?”

The Magic UV addon (available here [LINK] ) can be used to accomplish this. To install the Magic UV addon: Place uv_magic_uv folder in the Blender/(version number)/scripts/addons folder. In Blender, go to File > User Preferences > Add-ons . Scroll down the list and enable "UV: Magic UV". Use: For a given texture intended to be X units by X units in size, make a reference square (e.g., the side of cube) of those dimensions. Switch to the UV Editing screen layout. UV map the square such that it occupies the entire UV area (no margin). With the square selected, press U and select World Scale UV > Measure . To apply the same scaling to other faces, select them, press U, and select World Scale UV

Recommends Reign of Error · 2016-09 · Blender Stack Exchange · on “Blender UV mapping equivalent of disabling Normalize Map in 3ds Max”

The Magic UV addon (available here [LINK] ) can be used to accomplish the desired result. To install the Magic UV addon: Place uv_magic_uv folder in the Blender/(version number)/scripts/addons folder. In Blender, go to File > User Preferences > Add-ons . Scroll down the list and enable "UV: Magic UV". Use: For a given texture intended to be X units by X units in size, make a reference square (e.g., the side of cube) of those dimensions. Switch to the UV Editing screen layout. UV map the square such that it occupies the entire UV area (no margin). With the square selected, press U and select World Scale UV > Measure . To apply the same scaling to other faces, select them, press U, and select

Recommends Duarte Farrajota Ramos · 2018-02 · Blender Stack Exchange · on “texture to scale on object”

Well exporting textures is going to be an issue [LINK] but I'll assume here you will only require exporting UV coordinates. This would be trivial to accomplish using any type of automated texture coordinates like Generated or Object , however, to be able to export texture coordinates you will most likely be required to unwrap your mesh and create a UV map [LINK] , unwrapping doesn't translate well into scene referred units, since unwrapping will more often than not introduce distortions. The way I see it you have two options, both involving third party addons. Either use World Scale UV [LINK] or Magic UV [this video] addon [this video] . What they both do is try to unwrap your mesh in such way that it

Cites breathee · 2022-05 · Blender Stack Exchange · on “Real world texturing or mapping size/scale”

Real world texturing or mapping size/scale in Blender v3.x without physically modelling the objects for architectural rendering? For example, brick, timber board, roof tile, flooring etc. If I wanted to create a real world brick wall 2m x 2m x 105mm deep based on a brick dimension of 215 x 105 x 65 and mortar joint of 10mm. Using the Brick Texture node, how would you adjust this node to match this real world wall (2mx2m) size or match other various wall sizes? So the brick count would be accurate enough to simply adjust the Mapping or Brick Texture scale. Or would I need to know how many actual bricks a 2m x 2m wall would need to be able to visually scale it within the Brick node? I feel onc