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


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 ...


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.


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 ...


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, ...


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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