TYPE: SOP
TITLE: UVProject SOP

UVProject assigns texture UV coordinates to the Source geometry for use in 
texture and bump mapping.  UVs are projected onto the geometry via a
transformed projection geometry.

The effect of this operation is best visualized in the UV viewport, or with
textures turned on in the 3D viewport.

UVProject creates the UV texture attribute if it does not already exist.
The attribute class (Vertices or Points) is determined by the Group Type.
It is recommended that UVs be applied to vertices, since this allows fine
control on polygonal geometry and the ability to fix seams at the boundary
of a texture.

Note: For closed mesh Bezier & NURBS surfaces, projections with boundaries
will result in seams.  UVTexture can be used to open these surfaces
automatically.  Alternatively, convert the surface to polygons using a
Convert operation prior to applying UVProject.

Parameters:

    Group           - Subset of geometry to apply texture UV coordinates to.
    Group Type      - The type of elements referenced in the Group field,
                      and the class of UV texture attribute to use.

    Projection      - Type of projection geometry to use.
    Inner Radius    - Inner radius of the torus used in a Toroidal projection.
                      The outer radius is always 0.5.               /torrad
		      
    Transform Order - Order in which transformations occur.
    Rotate Order    - Order in which rotations occur.
    Translate       - Amount of translation along xyz axes.         /tx /ty /tz
    Rotate          - Amount of rotation about xyz axes.            /rx /ry /rz
    Scale           - Non-uniform scaling along xyz axes.           /sx /sy /sz
    Pivot           - Local pivot point for transformations.        /px /py /pz

    Initialize Transformation - Automatically fit the projection geometry
                      to the group's bounding box.

    U Range         - The location of the left and right edges, respectively,
                      of the texture on the projection geometry.    /urange
    V Range         - The location of the bottom and top edges, respectively,
                      of the texture on the projection geometry.    /vrange
    Angle           - Rotates texture coordinates about the point (0.5, 0.5)
                      in UV texture space.                          /angle

    Fix Boundary Seams - Makes sure the texture wraps around correctly.
                      This only works for vertex UV attributes.
    Fix Poles       - Use the UV coordinates of neighbouring vertices to
                      improve undefined projections at the poles of the
                      projection geometry.  (For example, the north and
                      south poles of the Polar projection).
    Pole Radius     - The distance from the exact pole within which a vertex
                      is treated as being in that pole.             /polerad

See also: UVQuickShade, UVTexture(texture), UVUnwrap
