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Docs/Tension maps

See where a mesh stretches

New in 1.0.8 When a character bends, cloth falls or you sculpt, parts of the surface stretch and others squash. A tension map colors them in the 3D view, blue where the surface got shorter and red where it got longer, live while you pose or play.

Updated
1 November 2026
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Select Through · UV checker

Angelo guideBlender manual

Guide

  1. Getting started

Start

  1. Coming from Blender
  2. Find every feature
  3. Director Mode

The chat

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  2. Models and AI Providers
  3. Stay in control
  4. Start from a base mesh
  5. Parallel edit

Make

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  2. Video generation
  3. Video from your camera
  4. Photo to 3D model
  5. AI Render
  6. Angelo Library
  7. Generative AI and Flows

Render

  1. Rendering on the GPU
  2. Render engines
  3. Render a region
  4. Bake every map

Model and check

  1. Select Through
  2. Tension maps
  3. UV checker

Connect

  1. Game engine link
  2. Web export
  3. Claude Code and Codex
  4. Teams
  5. Your library in other AI apps
  6. Enterprise setup

Reference

  1. Updates and What's New
  2. Keyboard shortcuts
  3. Blender requests

Contents

  1. 01Show a tension map, step by step
  2. 02The card
  3. 03Rest shapes
  4. 04The Tension modifier
  5. 05Use it in a material
  6. 06Limits
Contents · 6 sections
  1. 01Show a tension map, step by step
  2. 02The card
  3. 03Rest shapes
  4. 04The Tension modifier
  5. 05Use it in a material
  6. 06Limits

At a glance

  • Select a mesh, then chat bar + ▸ Tension map (under Inspect). One click measures it and shows the map.
  • A new Tension modifier does the measuring; a card sets the rest shape, the color range and the opacity.
  • The value is also an attribute your materials can read, in EEVEE and Cycles.

Where to find it

Tension maps
Chat bar + menu ▸ Inspect ▸ Tension map; Add Modifier ▸ Edit ▸ Tension.

Or ask the agent in the chat where to find it: it answers from the same list.

01Show a tension map, step by step#

A posed character in Director mode coloured by its tension map, red where it stretches and blue where it squashes, with the Tension map card open.
Captured in Angelo · a 1.0.8 test build, Director mode
  1. Select the mesh you want to check. Several selected meshes are measured together.
  2. In the chat bar, click + and, under Inspect, choose Tension map.
  3. Angelo adds a Tension modifier to each selected mesh (one Undo step), turns the map on in this window's 3D views and opens the Tension map card in the corner.
  4. Pose, play the animation or edit. Blue is compressed, red is stretched; the colors follow every change.
  5. Click Done to close the card and keep the map, or Remove to turn the modifiers off and hide the map, as one Undo step.

02The card#

The card stays open while you orbit, pose and play. Every change shows at once.

SettingWhat it does
Show on the 3D viewTurns the map on or off in this window's 3D views.
Rest shapeWhat the mesh is measured against: Original, Shape key or Captured (below).
Full red at stretchHow much stretch shows as full red, from 5% to 100%.
Full blue at compressionHow much compression shows as full blue, from 5% to 50%.
OpacityHow strongly the colors cover the surface.

Surface that isn't strained keeps a light veil, so you can tell the map is on. The range and opacity belong to the 3D view, like Blender's own overlays.

03Rest shapes#

Stretch is always measured against a rest shape, the mesh as it was before it moved:

  • Original (the default): the mesh before shape keys and modifiers, so posing with an armature, cloth and other deformers shows.
  • Shape key: a shape key you pick (a stored version of the mesh's shape). Animate the other keys to see them stretch.
  • Captured: click Capture rest shape to store the mesh's shape now, then sculpt or edit and compare.

Each change of rest shape is one Undo step.

04The Tension modifier#

A modifier is a step that changes or measures a mesh without touching its original data. You can also add this one yourself: Add Modifier ▸ Edit ▸ Tension. It changes no geometry; it only measures.

  • It goes right after the last modifier that deforms the mesh (Armature, Cloth, Lattice and the like), so it measures that motion, and a Subdivision Surface after it smooths the result instead of being measured. This applies however the modifier is added.
  • If a modifier that changes the number of vertices comes before it, such as Mirror or Array, Angelo turns on the object's rest position so the Original rest shape can still be measured.
  • Smooth averages each vertex's value with its neighbors that many times (0 by default).

On a million-vertex mesh it shows stretch and compression about 8× faster than the Geometry Nodes workaround. A mesh without the modifier, or a 3D view with the map off, costs nothing.

05Use it in a material#

The modifier writes each vertex's value as an attribute named tension: 0.1 means 10% stretched, -0.1 means 10% compressed. In EEVEE and Cycles a material reads it with an Attribute node of that name. The card shows the name your materials should use.

It also writes each edge's value as tension_edge. You can rename either output on the modifier, or clear the edge one to skip it.

You can also ask the agent to add and set up the Tension modifier. Showing the map is a setting of your 3D view, which you turn on from the + menu or the card.

06Limits#

  • In Edit Mode the map is measured only when the modifier is shown in Edit Mode.
  • In Sculpt Mode the map shows only when the sculpt view draws the evaluated mesh (with its modifiers).
  • Turning the map off is a view setting, so after Remove, Undo brings the modifiers back but leaves the map hidden, as with Blender's own overlays.
  • Blender doesn't know the Tension modifier: opening an Angelo file in Blender drops it.
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