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UV/Image Editor: Overlay Popover

Authored by Jeroen Bakker (jbakker) on Sep 14 2020, 3:16 PM.



The overlay options in the image/uv editor is hidden in side panels and menus. Sometimes this panel is even hidden, while still useful.
The goal of this task is to introduce an overlay pop-over just like the overlay-popover of the 3d viewport.

Popover has

  • UV Stretching (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
  • Display As (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
  • Show Modified (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
  • Show UV Edges (including opacity slider; available UV, View, Paint, when active object mode is a mesh and in OB_EDIT mode)
  • Udim tiles when no image is available.

Like the 3d viewport, there will be a editor toggle to enable/disable the overlays

For compatibility reasons the RNA properties are added to both the SpaceImage.uv_editor amd SpaceImage.overlay. On DNA level they are still stored in the SpaceImage. only new properties are added to the SpaceImageOverlay struct. During the next major release we could remove these options from SpaceImage.uv_editor. This should be noted in the Python section of release notes.

See T80767: UV Image Editor: Overlay Popover

Diff Detail

rB Blender
arcpatch-D8890 (branched from master)
Build Status
Buildable 10289
Build 10289: arc lint + arc unit

Event Timeline

Jeroen Bakker (jbakker) requested review of this revision.Sep 14 2020, 3:16 PM
Jeroen Bakker (jbakker) created this revision.

Revert changes in this line


Add other properties here, but keep the original properties for script compatibility.

Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Sep 14 2020, 3:25 PM

Feedback is that the popover is to wide. Perhaps we should remove this line as it was copied from the 3d view


We might want to move the other overlay options here.
Make sure the old RNA maps to this struct. This adds breakage opening b291 files on older files but that is only cosmetic.

  • Make the popup panel smaller
  • Reverted unneeded change
  • RNA migration draw options to SpaceImageOverlay
  • Moved UDIM grid to overlay

Moving other options breaks older files, so we should move them during the next major release (3.0). Any new options can directly be added.

Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Sep 16 2020, 1:27 PM
Jeroen Bakker (jbakker) added projects: BF Blender (2.91), Restricted Project.
Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Sep 16 2020, 1:30 PM
  • Hide meta data and sample line when overlays are disabled
  • Hide meta data and sample line when overlays are disabled
  • Tweaked UI labels
Julian Eisel (Severin) requested changes to this revision.Mon, Sep 28, 11:32 AM

Straightforward patch, so I'm mostly commenting on tooltips. Design wise this seems also good to me, but I want @Pablo Vazquez (pablovazquez) to sign off as well.


Can we somehow make sure that we remember this during 3.0? Maybe we should already create the project/workboard for it.


You only copied this, but this description sounds weird. The "also" feels incorect. @Hans Goudey (HooglyBoogly), we need a native speaker here.


The 3D View tooltip says "Display overlays like gizmos and outlines". Maybe use something similar here?


UV/image -> UV/Image.

This revision now requires changes to proceed.Mon, Sep 28, 11:32 AM
Jeroen Bakker (jbakker) marked 2 inline comments as done.
  • UV/Image: Updated Popover Help Text
Jeroen Bakker (jbakker) marked an inline comment as done.
Jeroen Bakker (jbakker) added inline comments.

Hmmm... Automatically select UVs sharing the same vertex as the ones being selected matches the functionality.


I selected UV Maps and Metadata. These are the common options between the different editor modes.


Hmm, looks like this isn't part of the patch anymore, but yeah, "also" definitely isn't right.
And I have some other problems with this description too, so I split this to a new patch: D9049

Jeroen Bakker (jbakker) marked 3 inline comments as done.Wed, Sep 30, 8:38 AM

Screenshot of the current patch for context:

In Edit Mode, I'm not sure we really need to split into Edges and Faces section (unless there are plans to add new component-specific features here soon?)

  • Makes the title section Faces and the checkbox Faces feel redundant.
  • Display Stretch turned on makes Faces be grayed out even though it's underneath, feels weird.
  • UV Opacity does not affect Display Stretch, so it shouldn't be on top.
  • Move Display Stretch to the top, since it's not affected by the other properties.
  • Merge Edges and Faces panels into a Geometry panel (matches 3D Viewport's)
  • The new Geometry panel contains:
    • Opacity
    • Faces
    • Edge Display
    • Modified Edges

What do you think?

Another small note, in Paint mode there's some extra space at the top:

Outside the scope of this patch, but as a reminder note for later, we need the equivalent of hiding navigation/gizmos in this editor as well (show_gizmo in 3D Viewport).

@Pablo Vazquez (pablovazquez) Thanks for the feedback.

The only issue I have is moving the stretching overlay to the top. Stretching isn't used that often and was also hidden in subpanels in the current design. Moving it to the top makes the mouse movement/eye scanning a bit strange (UX).
I can see your point and don't have a good solution for it. But we could start with a clean design (your proposal) and iterate over it with user feedback.

Finally I switched edges and faces as it is easier for the eye.

The empty space is the header of the panel.

Much nicer, thanks!

This revision is now accepted and ready to land.Wed, Oct 7, 5:07 PM
This revision was automatically updated to reflect the committed changes.