Snapping UVs to Grid in UV/Image Editor

Since this does not (to the best of my knowledge) seem to be a current feature, I was curious if anyone knew if this is in any plans for future inclusion in blender?

Being able to conform objects and geometry to the grid in 3D space is so useful that it seems natural for the same tool to be available in the UV editor.

you can snap to pixel which is rather handy. but i am assuming you want to snap to 10x pixels 100x pixels…?

I want a feature that snaps to detected edge in the picture… :smiley:

you can snap to pixel which is rather handy. but i am assuming you want to snap to 10x pixels 100x pixels…?

The background grid is 256 by 256, as far as the numerical translation pop-up panel (what you get when you press “n” in either 3D or UV view) is concerned. But the grid looks like it goes down to maybe or 2048^2 or all the way to infinity as you zoom in. So it is using powers of two, unlike the normal 3D grid where each square is broken down into a hundred smaller squares.

I am not sure how this relates to pixels since I usually create textures after I have done my UV mapping to a model.

G, X or G, Y with Ctrl and/or Shft snaps to grid.

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the brid size in the UV editor is equal to the pixels in your image i am assuming.

the default texture grid size (when nothing is loaded) is 256x256 i think though. but why is grid more important than pixels?

Alltaken

Oh I see, you turn “snap to pixel” on, and then they do not snap into place until you try and move them. That is a bit different from the “shift-s > snap selection to grid” command that I was used to in 3D mode.

the default texture grid size (when nothing is loaded) is 256x256 i think though. but why is grid more important than pixels?

I guess the above method will be sufficient, but snapping to the grid allows you to control to what grid place it snaps to depending on how far zoomed in the camera is. This is how it works in the 3D view, if a vertex is at X9.7, Y8.6 and you are zoomed out so much that a square has ten units on a side, then the vertex will be snapped to X10, Y10 whereas if you are zoomed in so much that a square has 1 unit on a side, the vertex will be snapped to X10, Y9.
This is a relatively new feature though, it used to be that snapping to the grid was not in anyway effected by the zoom.

in the 3D View? it has been like that as far back as i can remember (which should be 2.3)