--- title: "Set Texel Density (Selected)" url: "https://help.maxon.net/c4d/en-us/Content/html/UV_Set_Texel_Density.html" section_path: "The UV Editor and Its Tools - An Introduction > Set Texel Density (Selected)" description: "This allows you to apply the Texel Density value (see the TD value field above the UV Editor) to selected UV polygons. This TD value can be retrieved in …" --- # Set Texel Density (Selected) This allows you to apply the **Texel Density** value (see the **TD** value field above the *UV Editor*) to selected UV polygons. This **TD** value can be retrieved in advance from other UV polygons using the [Get Texel Density](https://help.maxon.net/c4d/en-us/Content/html/UV_Get_Texel_Density.html.md) command or entered manually via the **TD** field.\ Alternatively, the **TD** value can be applied uniformly to all UV polygons by using [Set Texel Density (All)](https://help.maxon.net/c4d/en-us/Content/html/UV_Set_Texel_Density_All.html.md). In that case, no prior selection is necessary. ![Image: UV_Tools_Set_Texel_Density_01.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/UV_Tools_Set_Texel_Density_01.png)\ In the left half of the image, polygons near the ear were selected, and their Texel Density was then determined (**Get Texel Density**). Alternatively, the desired **TD** value can be entered directly in the UV Editor. In the second step, the ear’s UV island was selected, and its size was adjusted to the **TD** value using **Set Texel Density (Selected)**. --- > **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.