Uv Scope

Kapusta in Modeling


One inspection flow

See the UV problem where it actually affects the model.

UV Scope turns UV data into a visual overlay, then lets you frame and select the exact faces or vertices that need attention.

01 · Heat maps
Read distortion on the surface

Angle, Area, Texel Density, Anisotropy, Island Orientation, Colored Islands and Overlap Sets.

02 · Diagnostics
Find problems before bake or export

Overlaps, flipped UVs, self-intersections, bowties, tiny islands, bounds, padding and geometry-side warning signals.

03 · Navigation
Inspect and select in both editors

Use Prev, Next or All to frame a result in the 3D Viewport and UV Editor, even with the heat map hidden.

Heat maps on the model

Inspect stretch, density and orientation in context.

Angle and Area match Blender's UV Editor stretch logic. Additional modes show target texel density, directional stretch, island rotation and layout groups.

  • Target texel density in px/cm or px/m at a chosen texture size
  • Anisotropy catches non-square texels that Angle and Area can miss
  • Stable island and Set colours make layout structure readable
UV Scope heat maps on a 3D model
Diagnostics before bake

Move from a live count to the exact result.

Each enabled diagnostic has its own colour and count. Prev, Next and All frame results in both editors; the heat map can stay off.

  • Doubled Verts marks unwelded duplicate vertex locations
  • Exact Stacks is informational; Ignore Exact Stacks excludes intentional stacks from overlap results
  • Disable checks you do not need to reduce clutter and feature-specific work
UV Scope diagnostic results in the 3D Viewport and UV Editor
Capability overview

Analysis, evidence and selection without replacing your UV tools.

UV Scope finds and explains problems. It does not unwrap UVs or automatically repair the errors it detects.

Measure
Interactive histogram

See how much surface sits in each range and click a bar to select those faces.

Summarise
Coverage & UV Area

Coverage measures tile usage; UV Area reports raw UV-space area. They answer different questions.

Overlay
GPU-drawn feedback

Live overlays leave materials, modifiers, mesh geometry and UV coordinates unchanged. Explicit actions write data only when chosen.

Inspect
Useful overlays

Island borders, procedural checker, padding check and padding bands add context on demand.

Select
Threshold & navigation

Select by severity, histogram range or individual diagnostic results in both editors.

Bake
Capture heavy results

Snapshot a heat map to a colour attribute or texture when live analysis is not the right fit.

Reference section

7 Heat map modes

Choose the metric that answers the current question. Every mode is available as an overlay in the 3D Viewport and UV Editor.

Angle
01 · Distortion

Angle

Angle-based stretch. It uses the same calculation and colour response as Blender's UV Editor stretching overlay.

Area
02 · Distortion

Area

Area-based stretch using the same underlying behaviour and colours as the UV Editor.

Texel Density
03 · Density

Texel Density

Compare against the object average or a real target in px/cm or px/m. The calculation uses the chosen texture size and accounts for object scale.

Anisotropy
04 · Direction

Anisotropy

Find non-square texels. Magnitude shows how much U and V differ; Direction distinguishes stretch along U from stretch along V.

Island Orientation
05 · Orientation

Island Orientation

Show how each island is rotated in UV space by its own longest side, or relative to a chosen local or world X, Y or Z axis.

Colored Islands
06 · Layout

Colored Islands

Assign every UV island a stable colour to make boundaries and the total island structure visible at a glance.

Overlap Sets
07 · Layout groups

Overlap Sets

Group UV islands into Sets and display each Set in its own colour. Overlap and padding checks can run between Sets, excluding intentional conflicts within the same Set. Sets from Overlaps can build groups from existing overlap relationships.

Reference section

12 UV Diagnostics

Diagnostics are independent of the active heat map. Enable only the checks relevant to the current asset and keep the rest out of the view.

01

Overlapping

Faces whose UVs overlap a different island.

02

Flipped

UV-mirrored faces.

03

Self-Intersecting

Islands or polygons folded across themselves in UV space.

04

Zero UVs

Degenerate, zero-area UV triangles, including hidden faces.

05

Out of Bounds / UDIM

UVs outside the tile; in UDIM mode, faces that straddle a tile boundary.

06

Doubled Verts

Point markers at unwelded duplicate vertex locations. Step between the locations and select the actual vertices for repair.

07

Tiny Islands

Islands below the size threshold for the current texture resolution. Unlike Zero UVs, their shape can still be valid.

08

Unstacked Duplicates

Duplicated geometry that does not share the same UV space.

09

Cross-Object Overlap

Faces colliding with a different object in a shared atlas — a conflict a per-object check cannot see.

10

Exact Stacks

Highlights islands with identical UV placement, including mirrored stacks. Informational by itself.

11

UV Bowtie

Pinch points where UV wedges share a geometric vertex without a valid UV connection.

12

Excluded

Faces tagged to skip analysis, displayed in their own colour.

Exact Stacks uses two separate controls. The Exact Stacks row shows where matching islands are located. Ignore Exact Stacks is a rule enabled by default that removes intentional stacks from Overlapping and Cross-Object Overlap results.

Inspect every result

Each diagnostic has a live count and Prev, Next and All controls. Navigation frames the result in the 3D Viewport and UV Editor and turns the 3D view toward it.

Respect texture sets

With Separate Materials enabled, Overlapping, Cross-Object Overlap and Padding ignore conflicts between different materials. Disable it when the materials share one atlas or trim sheet.

Reference section

Useful Overlays

These overlays work alongside any heat map mode or on their own.

UV island borders

UV island borders

See where UV islands split without marking a single seam.

Checker overlay

Checker overlay

A procedural checker drawn by the overlay shader. It does not create or modify material nodes.

Padding check

Padding check

Enter the required full gap in pixels. Borders that sit too close to another island are highlighted before baking.

UV island padding borders

UV island padding borders

The UV Editor band extends half the chosen padding from each island. Two bands touching use the full gap; overlap means the islands are too close.

Read and select measured values

Legend, histogram and statistics

The visual summary uses the same values and colours as the active overlay.

Interactive histogram

Bar length shows how much surface falls into each range. Click to select faces, Shift-click to add and Ctrl-click to select whole islands.

Edge alignment histogram

In the UV Editor, compare edges along U, along V or diagonal, optionally limited to island borders, then select an angle range.

Texel density statistics

View island count and minimum, average and maximum texel density in the panel or viewport HUD.

UV Area and Coverage

UV Area sums every face, including overlaps, so it may exceed 100%. Coverage counts overlapping regions once and stays within 100%.

UV Scope legend, histogram and statistics
Selection

Turn measurements into a Blender selection.

By measured value

  • Select by Threshold for distortion, texel density deviation or island misalignment
  • Histogram bar selection for a specific value range
  • Ctrl-click a histogram bar to select complete islands

By diagnostic result

  • Prev, Next and All on every diagnostic row
  • Frame results in both the 3D Viewport and UV Editor
  • Exclude selected faces or islands from analysis when needed
Selecting UV faces from measured values
Baking

Save a heat map when live analysis is too heavy.

Baking is an explicit action. Unlike the live overlay, it stores a result in the file.

Heat map baked to vertex colors

Bake to Vertex Colors

Snapshot the heat map into the dedicated UVScope colour attribute for native display. Remove it at any time.

Heat map baked to a texture

Bake to Texture

Rasterize the heat map into a UV image. Resolution follows Texel Density, island edges bleed by the chosen Padding value, and the original materials can be restored with one click.

Customisation

Control placement, colour and visible work.

Save different arrangements as named presets and choose one as the startup default.

Legend & histogram Choose any corner, vertical or horizontal orientation and a pixel offset independently for the 3D Viewport and UV Editor.
Statistics Follow the legend to avoid overlap or use a separate corner.
Visible tools Switch individual diagnostics and overlays on only when they are needed.
Colour scales Use one of three built-in scales or save a custom low, mid and high colour ramp under its own name.
Diagnostic appearance Edit diagnostic colours and line widths.
Presets Save the complete configuration for different kinds of work and set a preset as the default for new files.
Scope

Find and inspect — not unwrap or auto-fix.

Live overlays do not modify materials, modifiers, mesh geometry or UV coordinates. Exclude and Overlap Sets save analysis tags; baking creates a colour attribute or texture, and texture preview temporarily swaps the material until you restore it.

UV Scope

  • Includes 12 months of support.

    $12
  • A small team of up to five people. Includes 12 months of support.

    $25
  • Larger teams. Includes 12 months of support.

    $60
  • Big team. Includes 12 months of support.

    $120
$12

Support Period Included

Includes 12 months of

  • Support from Kapusta
  • Product updates

Extend this product’s Support Period +12 months: 25% of product price

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Details
Blender Extension Compatible Yes
Dev Fund Contributor
Published about 11 hours ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL