Hotspot patch settings and matching
Start with hotspot texturing.
Patch settings
Section titled “Patch settings”Select a patch in the list or canvas to show its properties. With no selection, the inspector says “Select a patch, or drag on the texture to create one.” Double-click a list row or press F2 to rename it; Enter commits one undoable rename. The name is edited in the row.
The rectangle is arranged as X, Y above W, H. Fields use texture
pixels when the texture size is known, and are labelled normalized UV
otherwise. Rectangles are saved as normalized UVs: (0, 0) is top left and
(1, 1) is bottom right. V increases downward. Rectangles can overlap but require
positive dimensions within the atlas.
Each patch has a stable, unique ID. Duplicate creates a new ID.
| Group | Setting | Effect |
|---|---|---|
| Allowed transforms | Rotate 90° | Permit quarter turns. Disable for directional details. |
| Allowed transforms | Mirror horizontal, Mirror vertical | Permit repeatable horizontal/vertical variations |
| Repeat | Horizontal, Vertical | Expand the axis to 0 to 1 |
| Inset (px) | Move UVs inward at finite boundaries, in material-texture pixels |
Inset (px) uses the same label/field alignment as the rectangle fields.
Repeating axes retain their full extent during edits and after disabling repetition. Canvas resize previews preserve that extent; only non-repeating axes can shrink. Turn off repetition for an axis before resizing its bounds. They tile at effective density beyond UV 1, without inset. The other axis stretches within the patch.
Editor controls
Section titled “Editor controls”The toolbar separates New, Open…, Save, and Save As… from Preview Texture…, Fit View, and Snap (px). Fit View fits the atlas to the canvas; F and Home do the same while the canvas has focus. Opening a layout or changing its preview texture fits it once. Window resizing preserves zoom and pan. Snap (px) sets pixel snapping; Alt bypasses it. Hover the info icon beside Snap (px) to show canvas gestures and shortcuts.
Patch list rows share the numbers drawn on the canvas. Hovering a patch highlights its row, and hovering a row highlights its patch. Add, Duplicate (Ctrl+D), and Delete (Delete) sit below the list. The list expands with the available height, and the divider adjusts the side panel width. Changing selection preserves that width. In shorter windows, the list and properties can scroll while Apply to selection stays visible.
Apply to selection stays at the bottom of the side panel. Apply Patch fits selected faces to the selected patch; Auto Match chooses patches from the current layout. Disabled-button tooltips explain the required selection.
The title shows the layout file name and a * suffix when changes are unsaved.
The status bar includes the full res:// path for saved layouts, cursor position
in texture pixels, zoom percentage, and selected patch size in pixels. When no
status message is active, it shows hints for creating patches, zooming, panning,
bypassing snapping, and cancelling edits.
How Meshy chooses a patch
Section titled “How Meshy chooses a patch”Projected world dimensions and density determine matches. Existing UV distortion has no effect. Meshy first matches texture-pixel aspect ratio, then physical size, using allowed rotations.
Patches within 0.5% of the best match per non-repeating axis receive equal selection weight. Stable patch IDs and the face ID determine a repeatable random choice. Reordering patches preserves the choice. Rotation permissions preserve selection weight. Meshy chooses allowed rotations separately.
Repeated axes impose no aspect or size constraint. Strips match by finite extent. Fully repeating patches fit any size. Rotation swaps face dimensions first.
Convex four-corner faces stretch patches to their corners. Other polygons use planar projection.
Geometry changes and saved UVs
Section titled “Geometry changes and saved UVs”Movement and extrusion refit unlocked hotspot faces, including neighbors with shared moved vertices. Previews and confirmation use the same world-space fit. UV Lock does not control refits. Face Lock protects existing UVs.
Extrusion walls fit inherited layouts. Walls from locked faces or materials without layouts use planar projection. See UV locks for other faces.
Normalized UVs preserve patch positions through density or resolution changes. Scene saves retain UVs and external layout references. Cancel, Undo, and Redo restore source UVs. Applying patches across objects creates one scene history action.