Set the materials as usual. To specify uv coordinates, please specify the name specified in "uv name" in the shader attribute (default is "UVMap")
Simple: Generates uv coordinates according to a fixed rule regardless of the size of the primitive.
Evenly (Slow): Keep the texel density as constant as possible. As it says "slow", processing takes time. Please be careful about the number of polygon divisions when using this option.
Scales the primitive according to the distance from the viewpoint to the 3D cursor, keeping the apparent size constant.
If you scale a primitive, the size of the gizmo will no longer match the shape. In such cases, you can modify the size of the gizmo by applying a scale value. The apply scaling operator has two modes. In strict mode, if the shape cannot be maintained by applying the scaling value, no processing is performed. Normal mode allows the shape to change slightly.
For example, with a cylinder shape like the one below, the elliptical shape cannot be maintained when scaling values are applied, so an error will occur in strict mode. Processing in normal mode preserves the shape as much as possible while setting the radius to a reasonable intermediate value.
To change ModernPrimitive's Viewport Display property, use ModernPrimitive-Panel: Use the button in the viewport display section of the modern primitive panel, or select a modifier other than the modern primitive modifier, cancel the wireframe display by the add-on, and set the object's viewport display checkbox as usual.
0.0.7 Initial Release.
Changes from Previous(0.0.6):