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Documentation / Textures & variants

Texture Transform

Position, rotate, scale and map textures on eligible faces or selected containers.

Where to find it
Main toolbar → Texture Transform; Variants → Edit Texture
Scope
Reviewed face or container selection; one chosen material
What changes
Changes native face texture mapping.
On this page

How to use it

  1. Select textured faces, or a group/component, then open Texture Transform.
  2. Review the chosen material and Surface Analysis. If shared faces are reported, review the other affected occurrences before authorizing Include shared faces.
  3. Choose a Quick Mapping method when needed, then Preview Mapping. Adjust ΔU, ΔV, Angle or Scale (Uniform).
  4. Choose Apply to keep the mapping, or Cancel to discard the session.

Expected result

Rotate oak grain on a selected cabinet group without repainting its handles. Only eligible faces in the reviewed scope participate.

Controls & options

Texture Transform controls and behavior
ControlWhat it does
Surface AnalysisReview the selected surfaces and suggested mapping approach.
Adaptive MappingChoose a mapping approach based on selected geometry orientation.
Reset MappingReturn to a clean mapping baseline.
Box MapProject mapping from box-like axes.
Cylinder MapMap around cylindrical or rounded forms.
Ribbon MapMap continuous ribbon-like surfaces such as paths and walkways.
Strip MapMap connected side strips such as trims and curved walls.
Texture MapUse the material texture as the mapping baseline.
Quad MapFit quad-like or four-corner surface workflows.
Invert U / Invert VFlip the texture direction along the corresponding axis.
Preview MappingInspect mapping before committing.
Adjust Together / Adjust IndividuallyChoose how the participating faces are adjusted. Shared native faces remain linked.
ΔU / ΔVOffset the texture in tile units.
AngleRotate the texture in degrees.
Scale (Uniform)Adjust texture scale uniformly.
ResetReset the adjustment controls.
Apply / CancelKeep or discard the current texture-editing session.

Starting a session

Select a group or component, then open Texture Transform. Review the selection and Surface Analysis. Work with one chosen material per session; if several are available, choose the one you want to adjust.

Dining group selected with Natural oak; Surface Analysis recommends Box Map
Review the selected material and Surface Analysis before mapping.

Container selection rules

For a painted selected container, UMM follows Default faces inheriting the chosen material through unpainted nested containers. Faces with explicit paint are not silently absorbed into that inherited workflow.

Traversal stops at painted child containers—even when their material is the same. Select a painted child separately when you want it to be a root of the operation.

A selected unpainted container can expose textured sides of its directly contained faces. This does not recursively collect explicit paint from deeper nested objects.

Shared faces and protection

Texture positions belong to native faces. A face inside shared geometry can appear in several places. Texture Transform does not make groups or components unique, change topology, or move their axes.

If other occurrences share the affected faces, review Also affects and the available shared-face guidance. Include shared faces explicitly authorizes those other occurrences of the same faces. It does not add unrelated faces.

Mapping and adjustment workflow

Use Quick Mapping for the surface you are working with, then Preview Mapping to inspect flow, scale and orientation. Adjust Together uses one set of controls across the participating surfaces; Adjust Individually offers individual-face adjustment. Shared components remain linked.

  1. Choose a suitable mapping mode.
  2. Inspect the preview for scale and seams.
  3. Adjust position, angle and uniform scale.
  4. Apply to keep the result or Cancel to discard the session’s changes.
Current Quick Mapping controls
Choose a mapping method for the selected surfaces.

Editing texture positions in a variant

Use Edit Texture inside Material Variants when the texture position should be associated with a saved look. Ordinary container Texture Transform does not register a family or write a variant configuration.

Variant texture workflows support saved mappings for eligible direct and inherited faces. Geometry changes can invalidate saved positions; review the reported result rather than assuming every old mapping still applies.