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== UV Discard == [[File:UV Discard.jpg]] UV Discard is an advanced feature that allows sections of a mesh to be discarded on-the-fly. This can be used to hide clothing or other accessories. ''The mesh must be pre-configured in Blender'' (or any other 3D software) so that the sections to be selectively discarded use specific UV coordinate ranges. Typically, all vertex UV coordinates are located between 0-1. These coordinates are then used to determine where to take any texture samples. However, if a UV coordinate is outside of this 0-1 range, the texture samples will still work because the GPU will tile the textures. For example, a sample taken from location (1.5, 1.5) will be return the same result as one taken from (0.5, 0.5). UV Discard detects when this happens, and if desired it can then discard the vertex so that it does not render. === Discard UV === Most meshes only use a single set of UV coordinates, namely UV0. However, it is possible to have up to 4 sets of UV coordinates. This option determines which set to use for the purposes of calculating UV Discard. === UV Discard Grid === Each of the 16 toggles in this grid represents the starting address of a UV coordinate range. The columns represent the starting U coordinate, and the rows represent the starting V coordinate. For example, the bottom-left toggle represents the range of (0.0, 0.0) - (1.0, 1.0), which is the default range that most meshes use. For most meshes (ie. meshes that haven't been set-up to use non-standard UV coordinates), enabling this toggle will result in the entire mesh being discarded. The highest supported UV range is the upper-right toggle, which represents the range of (3.0, 3.0) - (4.0, 4.0).
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