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UModeler X

Hotspot Texturing

This feature automatically places each polygon’s UV according to a predefined UV layout using the Hotspot Layout Editor.

Translation in progress — showing the English version.

hotspot-texturing

This feature automatically places each polygon’s UV according to a predefined UV layout using the Hotspot Layout Editor.


How to Use

Here's a general process to launch the Hotspot Layout Editor:

1.Right-click in the Project Panel and select UModeler X > Hotspot Layout.

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2.Drag and drop the desired modular texture from the Project Panel onto the mesh.

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3.Run the Surface > Hotspot Texturing tool.

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4.Assign the created Hotspot Layout to the Hotspot Object.

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5.Double-click the Hotspot Object to launch the Hotspot Layout Editor.

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1. Tool Bar

Includes tools such as pan, transform gizmo, UV element selection, cursor, and pivot toggle.

Hotspot Editor

Displays the currently applied Hotspot Layout.

DefaultMag

DefaultMag defines the scaling factor that matches the texture size to the 3D world scale.


2. Settings Area

This area allows configuration related to the Hotspot Layout Editor.

Snap Type

Sets the snapping behavior for editing elements.

SnapType: None

No snapping is applied.

FillLayouts

Fills the inside of the layout area.

Show selected umodeler texture

Displays the main texture of the object in the editor if one is assigned.

Temporary Texture

Temporarily registers and displays a texture in the workspace.

ShowGrid

Displays a grid in the editor workspace.

ShowAxes

Shows U and V axes corresponding to the X and Y axes.

ShowTexture

Displays the assigned texture.

EnableAlphaChannel

Applies the alpha channel of the texture.

TexXNum

Sets the number of horizontal texture tiling.

TexYNum

Sets the number of vertical texture tiling.


SnapType: UV

Applies Grid Snap Size to the full UV space.

GridSnapSize

Sets the grid spacing used when moving, rotating, or scaling elements.

FillLayouts

Fills the inside of the layout area.

Show selected umodeler texture

Displays the main texture of the object in the editor if one is assigned.

Temporary Texture

Temporarily registers and displays a texture in the workspace.

ShowGrid

Displays a grid in the editor workspace.

ShowAxes

Shows U and V axes corresponding to the X and Y axes.

ShowTexture

Displays the assigned texture.

EnableAlphaChannel

Applies the alpha channel of the texture.

TexXNum

Sets the number of horizontal texture tiling.

TexYNum

Sets the number of vertical texture tiling.


SnapType: Pixel

UV vertices snap to the pixels of the applied texture.

PixelCenter

When enabled, vertices snap to the center of each pixel. When disabled, they snap to pixel edges.

FillLayouts

Fills the inside of the layout area.

Show selected umodeler texture

Displays the main texture of the object in the editor if one is assigned.

Temporary Texture

Temporarily registers and displays a texture in the workspace.

ShowGrid

Displays a grid in the editor workspace.

ShowAxes

Shows U and V axes corresponding to the X and Y axes.

ShowTexture

Displays the assigned texture.

EnableAlphaChannel

Applies the alpha channel of the texture.

TexXNum

Sets the number of horizontal texture tiling.

TexYNum

Sets the number of vertical texture tiling.


3. Workspace

This is the area for editing hotspot layouts, where textures are visible over a grid.


4. Layout Group Area

This is the area for editing hotspot layouts, where textures are visible over a grid.

New Layout

Define a new layout area.

Coord U Adjusts the U coordinate.

Coord V Adjusts the V coordinate.

Size U Sets the width in U.

Size V Sets the height in V.

Edit Layout

Modify an existing layout.

Layout Name Assigns a name to the layout.

Coord U Adjusts the U coordinate of the layout.

Coord V Adjusts the V coordinate of the layout.

Size U Adjusts the width (U size) of the layout.

Size V Adjusts the height (V size) of the layout.

EnableAxis Enables direction by 3D normal.

  • AxisType

AxisType: TopOnly

Applies normals only upward.

AxisType: BottomOnly

Applies normals only downward.

AxisType: TopBottom

Applies both upward and downward.

AxisType: SideOnly

Applies sideward normals only.

AxisType: TopSide

Applies upward and sideward normals.

AxisType: BottomSide

Applies downward and sideward normals.

  • LimitAngle : Limits effect based on the face angle of the model.

EnableLength

Set 3D size to apply. If not set, uses DefaultMag * UV Size.

  • Enable MinU : Sets the minimum range value along the U axis of the coordinates.
  • Enable MaxU : Sets the maximum range value along the U axis of the coordinates.
  • Enable MinV : Sets the minimum range value along the V axis of the coordinates.
  • Enable MinU : Sets the minimum range value along the U axis of the coordinates.

EnableFit

Automatically fits texture to the designated area.

  • Type

Type: Fit

Scales the texture to fit the layout.

Type: Anchor

  • LeftTop: Aligns based on top-left.
  • RightTop: Aligns based on top-right.
  • LeftBottom: Aligns based on bottom-left.
  • RightBottom: Aligns based on bottom-right.

EnableUVDirect

Sets the projection direction of the UV.

  • XMinus : Projects the UVs based on the negative X-axis direction of the model (−X, left side).
  • XPlus : Projects the UVs based on the positive X-axis direction of the model (+X, right side).
  • UMinus : Applies the texture in the opposite direction (−U) along the U axis of the UV coordinate system (horizontal direction).
  • YPlus : Projects the UVs based on the positive Y-axis direction of the model (+Y, upward).
  • ZMinus : Projects the UVs based on the negative Z-axis direction of the model (−Z, back side).
  • ZPlus : Projects the UVs based on the positive Z-axis direction of the model (+Z, front side).

Remove Layout

Delete a designated layout area.


How to Use – Defining Layouts

1.Click the New Layout tool in the Layout Group.

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2.Specify the area where the texture will be placed based on the mesh scale.

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3.Complete the layout definition.

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How to Use – Hotspot Texturing

A. Auto Hotspot in Build

This method procedurally updates texture areas in real time when faces are moved.

1.Select the mesh and click Surface > Hotspot > Auto Hotspot in Build.

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2.Move a face and observe how the texture updates based on the assigned layout.

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B. Auto Hotspot Selected Faces

Manually updates texture areas based on selected faces.

1.Select the mesh and click Surface > Hotspot > Auto Hotspot Selected Face.

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2.Move the selected face and see procedural updates based on the layout.

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C. Fit Selected Hotspot Faces

Applies the texture accurately by referencing a predefined layout.

1.In the Hotspot Layout Editor, click Edit Layout, then select a face. Set the Layout Name in the Tool Properties panel (e.g., “test02”).

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2.Click Selected Layout and choose your layout.

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3.Click Fit Selected Hotspot Face to apply the texture to the selected face.

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Usage Examples

Settings Guide

Defining Layouts

Hotspot Texturing Usage

A. Auto Hotspot in Build

Auto Hotspot Selected Faces

Fit Selected Hotspot Faces

Hotspot Texturing | UModeler X Manual