Studio and Graph › UV
View UVs
Renders a mesh's UV layout into a texture so you can actually look at it. Coloured islands, a texel-density heatmap or wireframe, with seam emphasis, overlap highlighting and UDIM tiles.

The View UVs node
When to use it
Renders a mesh's UV layout into a texture so you can actually look at it. Coloured islands, a texel-density heatmap or wireframe, with seam emphasis, overlap highlighting and UDIM tiles.
Pins
| Pin | Type | Description |
|---|---|---|
Mesh |
Mesh | The mesh whose UV layout you want to look at. |
| Pin | Type | Description |
|---|---|---|
Mesh |
Mesh | The input mesh, unchanged. |
Texture |
Asset | The layout picture for the tile currently on show. |
Settings
| Setting | Type | Description |
|---|---|---|
Resolution |
Whole number | How big the picture comes out, in pixels. It is square, and you get one per UDIM tile. |
UV Channel |
Whole number | Which UV channel gets drawn. |
Mode |
Choice | What the picture shows: the islands, how evenly the texture is spread, or just the edges. |
Island Coloring |
Choice | A colour per island, or one colour for the lot. |
Island Color |
Colour | The colour every island is filled with when Island Coloring is on Single Color. |
Background |
Choice | What sits behind the layout. |
Anti-Aliasing (SSAA) |
Whole number | Renders larger and shrinks back down so the edges are not jagged. 2 is usually enough; 4 draws sixteen times the pixels to get there. |
Draw Wireframe |
True/False | Draws the triangle edges over the top of the fill. |
Line Thickness |
Number | How thick those edges come out, in pixels of the finished picture. |
Emphasize Island Borders |
True/False | Draws the island borders, which are the seams, twice as thick and brighter than the edges inside an island. |
Draw Grid |
True/False | Draws a faint grid every 0.1 of a tile, plus the border of the 0-1 square, so you can tell how far across the tile something sits. |
Highlight Overlaps |
True/False | Paints any pixel covered by more than one triangle bright magenta. Overlapping UVs bake on top of each other, and this is the quickest way to find where. |
Distortion Contrast |
Number | How hard the heatmap pushes the colours apart. Raise it to pick out small differences. Lower it when the whole mesh reads as red and blue with no green left in it. |
Enable UDIM |
True/False | Draws every tile the UVs reach instead of only the 0-1 square. |
Max UDIM Tiles |
Whole number | How many tile columns to look across, starting at 1001. UVs further right than that get folded back into the last column, so raise it if a tile you expect is missing. All ten rows are scanned either way. |
Preview Tile |
Whole number | Which UDIM tile to show, counting from the first one that has UVs in it. |
Available in Mesh Morpher Graph and Mesh Morpher Studio.