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5

This is a Known Issue for now. Hopefully it will be resolved in future implementations.


4

Have a look into Text Editor -> Templates -> Python. Quickly combined Operator Mesh UV and UI Panel Simple templates. You can never be sure, but no crashes while testing... import bpy import bmesh class HelloWorldPanel(bpy.types.Panel): """Creates a Panel in the Object properties window""" bl_label = "Hello ...


2

If you don't mind using third part addons, you could use UV Squares by Radivarig. (Github Page) . Use To Grid By Shape then Pack UV's. Make sure Constrain To Image Bounds is on to easily scale to the whole UV.


2

With nods to Jachym Michal's and Aswin's comments above, given this (or similar) UV map: An effect like what you've described can be achieved by this material: Please note (pink arrows) that the Texture Coordinate node's output must be UV to use the object's UV Map, and the Checker Texture node's Scale must be a power of 2 (... 8, 16, 32 ...) to wrap ...


2

You're quite close to the correct workflow: UV maps are a flat projection of the 3D mesh, where every face gets mapped into a 1 x 1 square (or rectangle), meaning that every UV vertex gets a value X (U) between 0 and 1 and a value Y (V) between 0 and 1. UV maps travel with vertices, they are simply 2 numbers (U and V) that define a location into a square, ...


1

If you are extruding along an orthagonal direction, you can press e to start extruding and then press g g (g twice) to continue extruding the edge while automatically updating the UV coordinates for the extruded face(s).


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