Viewport menu
Zooms the texture and UV mesh to fill the Texture view.
The texture is displayed at its actual size.
Here you can enter the zoom factor manually as a percentage (100% represents the texture’s actual size), or you can click the triangle right of the box to open a menu of various zoom factors.
The Exposure, Gamma, Black Point and White Point values can be edited in the preview. This is especially useful for 32-bit images. This functionality reflects the Exposure function.
Enabling or disabling the Tile U/V option will display the Texture view accordingly. Enabling this option will help hide visible edges on tiled textures (both Tile U/V options should be enabled).
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The following options are commands that in turn affect options in the UV Settings menu (where you will also find example images).
This command affects the display of UV-specific elements in the Texture UV Editor and Perspective Viewport.
This displays/hides unselected points, edges and polygons.
Displays UV Pins that fixate the UV mesh for relaxing.
Disables the display of Seams and UV Island boudaries.
Displays the UV Island borders (seams).
The UV Island seams of adjacent geometry will be assigned identical colors.
Disables the coloring of the UV mesh or UV Islands.
Overlapping UV meshes will be highlighted in color.
The UV mesh will be displayed in a single color (polygons with inverted Normals will be colored blue).
Depending on the distortion of the UV mesh in relation to the geometry, it will be colored blue (stretched), red (squashed) or light gray (undistorted).
Each UV Island will be assigned a random color.