 Hello, my name is Michael, and in this video I'll be demonstrating the UV Inspector. For this demonstration I'll be using the default Gaffey robot asset that ships with Gaffer, and I'll be unwrapping its surface in the Inspector. First thing to do is actually to open the UV Inspector, and to do that you go to any panel, you click on the panel layout button, and then you select UV Inspector from the list of editors. The first thing you're going to see is a grid of cells, each cell corresponding to a UV coordinate. With nothing selected, if I frame the UV Inspector, it will take me to the first coordinate 0,0. In order to unwrap the surface mesh, I select a location in the viewer or in the hierarchy view, and then I can either zoom out and pan over to it, or I can just press F and frame the selection. As you can see here, we have the unwrapped mesh surface of the robot's torso. I can select multiple locations and frame that, and it will load the surface of the locations that I've selected. I can of course also select the root of the scene, reframe, and then I will see everything unwrapped. You're not just limited to previewing unwrapped UVs, you can also preview the texture of the asset underneath the mesh. There's two ways of doing that. The first is to manually input or navigate to the texture on disk. This could be an inconvenient way of doing it though, so there's actually a shortcut we can use instead. For the shortcut to work, what I need to do is I need to set up a custom attribute for the scene. I'm going to connect the scene to a custom attributes node, and here I have the actual texture path on disk set as a string attribute with the name user colon texture path. You can call it whatever you want, and this would be something set up after the textures have been designed for the asset, somewhere in the assets graph, but in our case it's all in the same graph. With that node selected, I can then go back into the UV inspector, and I can use the Arnold attribute syntax to point to that attribute. So I go open angle bracket, ATTR colon, and then the name of the attribute with closed angle bracket. I hit enter, then the textures will be loaded behind the unwrapped meshes, and you can preview both of them at once. If I hover over the texture, the tooltip will actually show me the path to the specific texture for that UV coordinate, and that's the UV inspector.