--- title: "View" url: "https://help.maxon.net/c4d/en-us/Content/html/DBASEDRAW-BASEDRAW_UVEDITOR_GROUP_VIEW.html" section_path: "The UV Editor and Its Tools - An Introduction > View Menu > Configure Dialog > View" element_id: "DBASEDRAW" group_id: "BASEDRAW_UVEDITOR_GROUP_VIEW" description: "Here you select the display mode for the UV elements. In the two “Filled” modes, the UV polygons are displayed with a solid color fill, thereby obscuring …" --- ## View ### Display Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_SHADING` Here you select the display mode for the UV elements. In the two “Filled” modes, the UV polygons are displayed with a solid color fill, thereby obscuring the background of the *UV Editor*, including any textures loaded there. On the other hand, additional display options are only available in these filled modes, allowing, for example, **Overlapping UV Polygons** or the **Texel Density** to result in varied coloring. If you place greater emphasis on the visibility of, for example, a texture in the background of the *UV Editor*, you can instead select the *Lines***Display**, which leaves only the UV edges visible. Note that even in the "Filled" **Display** modes, the visibility of the editor background can be improved by decreasing the **Opacity** of the UV display. ![Image: UV_Editor_Display_01.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Editor_Display_01.png)\ From left to right: Display modes **Filled Polygons**, **Filled Polygons (Lines)** and **Lines**. ### Opacity Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_OPACITY` · Range: [0..100%] For the *Filled Polygons* and *Filled Polygons (Lines)* display modes, this option allows you to individually reduce the opacity of the color fill for the UV faces. ### UV Pins Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_PINS` Selected points can be defined as *Pins*. This ensures that they remain unchanged, for example, when a UV island is relaxed. To make it easy to see which UV points have been defined as *Pins*, this option displays the pinned points in enlarged red. ### Seams Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_SEAMS` ![Image: UV_Editor_Display_02.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Editor_Display_02.png)\ Seams are marked in blue in the Viewport (on the left) and colored green in the UV Editor (on the right side) ### UV Breaks Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_UVBREAKS` ### Mesh Boundaries Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_MESHBOUNDARIES` If the object is not a completely closed shape, the areas along the open edges are highlighted in a light color. ![Image: UV_Editor_Display_03.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Editor_Display_03.png)\ As can be seen on the left side in the display of the viewport, the head model is not closed at the bottom and therefore has an open edge. The corresponding edges can be highlighted in the UV Editor (see right side). ### Highlight Connected Components Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_HIGHLIGHTCONNECTED` UV elements are often separated in the *UV Editor* and placed independently of one another, even though they are actually seamlessly connected in the geometry. With this option, a bright highlight indicates the elements connected to the currently selected UV points or UV edges. ![Image: UV_Editor_Display_04.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Editor_Display_04.png)\ Connected elements can be highlighted. In the upper left corner of this figure, for example, you can see which UV points are actually connected to the selected points. On the right, edges have been selected. There, too, highlights indicate which other UV edges are actually connected to this selection at the geometry. --- > **Tip:** **Coloring Options** > > The following options allow you to color the UV polygons to highlight various characteristics, such as overlaps, distortions, or whether they belong to separate UV islands. These options cannot be combined with one another and therefore cannot be used individually. ### Overlapping Polygons Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_OVERLAPPINGPOLYGONS` As a general rule, you should avoid having multiple UV polygons use the same UV value range—that is, overlap. Only UV polygons that can be identified individually and separately from other surfaces in the UV Editor can be textured individually. For this reason, this option also highlights such polygons in red to make them easier to locate for correction. ![Image: UV_Editor_Display_05.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Editor_Display_05.png)\ UV polygons that overlap at least partially are highlighted in red. ### Multi-Color Islands Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_COLORISLANDS` Cutting out selected UV polygons creates separate UV islands in the *UV Editor*. Assigning a random color to each of these islands can improve clarity. ![Image: UV_Editor_Display_06.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Editor_Display_06.png)\ Random coloring to highlight the different UV islands. ### Distortion Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_DISTORTION` In many cases, it is desirable to shape the UV polygons to resemble the shape of the corresponding geometry polygons. This helps minimize distortion in the rendering of assigned textures. This color scheme highlights stretched areas in red, while compressed areas appear blue. ![Image: UV_Editor_Display_07.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Editor_Display_07.png)\ Coloring based on the degree of distortion of the UV polygons. ### Polygons Crossing Tiles Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_POLYGONSCROSSINGTILES` When assigning a single texture to an object, visible tiling may occur if the UV elements do not lie entirely within the standard 0..1 tile. However, even when using UDIMs to distribute textures and UV elements across multiple tiles, it makes sense to always place all UV elements completely within a single tile. UV polygons that lie on the boundary between UV tiles are highlighted in yellow by this option. ![Image: UV_Editor_Display_08.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Editor_Display_08.png)\ The blue line was added manually here to indicate the boundary between two UV tiles. The corresponding UV polygons are automatically recolored along this boundary. ### Texel Density Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_TEXELDENSITY` ### Target Texel density Parameter ID: `BASEDRAW_UVEDITOR_DISPLAY_TEXELDENSITY_TARGET` · Range: [0.00..+∞] > **Tip:** **Texel Density - What is it?** > > The so-called *Texel Density* is an important measure, particularly in the field of video games. It indicates how many texture pixels are projected per object surface. There are essentially 3 reasons to care about *Texel Densities*: > > - Texture Resolution: If the *Texel Density* is too low, textures appear spongy when you approach them. If it is too large, the textures may appear crisp from close up, but you may be wasting valuable UV area. > - Texture Homogeneity: In a scene, objects stand out that have a completely different *Texel Density* than their surroundings. This can disturb the immersion in video games, for example. It is therefore important to use similar *Texel Densities* in a scene. > - Texture Efficiency: Video game engines tend to have limited memory and computing capacity, so it is important to keep the *Texel Density* as low as possible and still look good. This is why, for example, *Texel Densities*are defined for assets in video game productions, which employees must adhere to in order to ensure fast and high-quality texture display in all game situations. > > To calculate the *Texel Density* for the UV polygons within the UV tile and display it in color, you must specify two values: the texture *Resolution* and the target *Texel Density* you try to achieve. You can do this using the two value fields located at the top right of the *UV Editor.* > > ![Image: 2025-3_UDIM_10_.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/2025-3_UDIM_10_.png)\ > From top to bottom: smaller, larger, inhomogeneous Texel Densities (due to varied UV mesh). > > **Resolution** > > A map target size in pixels can be freely set here.\ > You will find a small menu on the right where you can select one of the common texture sizes (e.g. 2k, 4k, 8k corresponding to 2048\*2048, 4096\*4096, 8192\*8192 pixels - textures are usually square corresponding to a UV tile). > > **TD** > > You will find a small menu on the right where you can select one of the common *Texel Densities*. To give you a rough guide, in the video game sector, there are roughly 3 different types of game in which the camera can generally get more or less close to assets. Choose the following *Texel Densities*, for example: > > - First person (games from the first person perspective): e.g. 10.24 > - Third person (games where the camera is placed behind the character): e.g. 5.12 > - Top Down (games from which you look at the action from above): e.g. 2.56 or smaller. > > In general, the closer the camera is to the asset, the higher the *Texel Density* should be. In a first person shooter, for example, you can get as close as you like to an asset, which is why higher *Texel Densities* are required here. > > ![Image: UV_Editor_Display_10.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Editor_Display_10.png)\ > The two drop down menus and parameter inputs about the Texture **Resolution** of one UV tile and the Texel Density (**TD**) that should be enforced. You can have the **Texel Density** displayed visually. To do this, enter a side length for your texture under **Resolution** (see value at the top right of the *UV Editor*) and the required minimum texture density under **Target Texel Density**. Based on the set **Resultion** and **TD** values the polygons in the *UV Editor* and in the 3D view are colored accordingly: - Blue: Areas that exceed the Target *Texel Density*. - Red: Areas that have a *Texel Density* that is too low. - Gray: Areas that correspond approximately to the target *Texel Density*. The colors are calculated according to the default settings as follows: If the *Texel Density* of a polygon is half the set value, the coloring is red; if it is twice the set value, it is blue. Intermediate *Texel Densities* are interpolated between these two colors. ![Image: UV_Editor_Display_09.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Editor_Display_09.png)\ The Texel Density of the UV Polygons can be color encoded. > **Tip:** **Adapting the Textel Density** > > Using the **Get Texel Density** and **Set Texel Density (selected)** commands, you're able to transfer the *Texel Densities* between UV islands. ### View Transform Parameter ID: `BASEDRAW_UVEDITOR_VIEW_COLOR_SPACE` Here you will find a number of options that display transformation calculations for color values from the **Render Space** so that you can view your work in the editor. The transformations offered are often a type of tonal value correction that converts the often very finely graded or very large color values calculated during rendering into the small and limited display values of your monitor, for example. This can be useful, for example, to set the correct exposure. The **Display Space** and the selected **View Transform** setting together describe the *Output Transform*. - The *Project* setting refers to the **View Transform (Project)** setting in the [Scene Settings](https://help.maxon.net/c4d/en-us/Content/html/DDOC-DOCUMENT_GROUP_PROJECTSETTINGS.html.md) and applies it to color conversions within the UV Editor. This corresponds to the default setting and should, in most cases, produce the desired result, ensuring consistent color reproduction across all managers and viewports. - *ACES 1.0 SDR video* is an OCIO display function that is also used under the description 'sRGB monitor (sectional EOTF)'. The abbreviation EOTF stands for the standard term used in color science, "Electro-Optical Transfer Function", and describes the conversion functions between digital color values and the brightness values that can be displayed on a display device. The result is a gamma-based sRGB data set. - *Log* (Logarithmic Gamma Curve) is the preferred way for colorists to view and work with content. This results in a reduction of the image contrast, particularly in the dark and light image content, which leads to more visible details. - With *Raw*, all color values are displayed unchanged, which can be particularly useful when evaluating individual multi-passes if they are used for data storage (e.g., for masks or a Z-buffer). - Normally, the display space of a playback device is much smaller than the linear render space. Output colors are therefore corrected via a tone value correction in order to be displayed. You can deactivate this tone value correction by selecting *Un-tone-mapped*. The color values are then displayed unchanged and are no longer clipped, even if they are outside the **Display Space**. ### Use Monitor Color Space Parameter ID: `BASEDRAW_UVEDITOR_USE_MONITOR_COLOR_SPACE` Active this option if you like to use your monitors own color profile for the *Output Transform* of all colors in the *UV Editor*. Otherwise the default sRGB color space is used instead. This will not change how colors are calculated during rendering, only how colors are displayed in the *UV Editor*.\ The name and type of the monitor color space is output right below this option for reference.