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The UVTexture operation assigns texture UV coordinates to the source geometry for use in texture and bump mapping.
When using one of the spline-based methods, specifying a paste hierarchy in the group field will propagate the computation of texture coordinates to all of its nodes. Projection methods will typically yield smoother texture continuity between pasted surfaces than any of the spline methods. Sometimes it helps ensuring that pasted features are chord-length parameterized with the Basis operation.
When the projection type is cylindrical or polar, closed mesh, Bezier and NURBS surfaces will be opened. At least one row/column of vertices will be added (possibly more for NURBS). This is to prevent poor interpolation of texture coordinates at the seam of the join.
Before applying a spline-based texture projection, remap the U and/or V bases of the split surface (using a Basis SOP) between 0 and 1 to ensure a complete mapping of the texture. If a single texture map must be shared by several surfaces, the surface bases should be concatenated prior to being remapped.
The effect of this operation is best visualized in the UV viewport, or with textures turned on in the 3D viewport.
Corresponds to distance on the geometry.
Corresponds to distance in UVW (texture) space.
Ignores the third dimension in texture space.
Using UV Texture
The name of the texture coordinate attribute to create, defaulting to
Subset of geometry to apply texture to.
Type of projection to use.
Direct projection from axis
Wrap spherically in axis direction
Wrap cylindrically in axis direction
Row & Columns
For geometry constructed as a mesh. The U coordinates are placed along rows and the V coordinates along columns.
Maps a copy of the texture onto every face along its normal, orienting the texture properly. However, the map is not scaled to fit each polygon, nor is it distorted by the shape of each polygon.
Polygon curves and NURBS/Bezier curves/surfaces only. Samples the basis of each curve or surface uniformly in U and V and assigns those values as texture coordinates to the surface points or vertices.
Polygon curves and NURBS/Bezier curves/surfaces only. The coordinates of each control vertex’s Greville point are used as the texture UV.
Arc Length Spline
Polygon curves and NURBS/Bezier curves/surfaces only. Samples the basis of each curve or surface based on arc lengths and assigns those values as texture coordinates to the points or vertices.
Perspective From Camera
The texture coordinates are assigned so that the world space of the object can be textured to fit the projection of the camera exactly.
Axis to project along, or projection method from splines.
Camera or light to project perspective coordinates from
Whether the texture is applied to points or vertices.
Let the operation determine the type of uv attribute created.
Create point uv attribute.
Create vertex uv attribute.
Scales texture coordinates.
Offsets texture coordinates.
Rotates texture coordinates about projection axis.
Fix Boundary Seams
Makes sure the texture wraps around correctly.
The following examples include this node.
This example simulates grass being pushed down by an RBD object. Fur Objects are used to represent the blades of grass and Wire Objects are used to simulate the motion. When a single Fur Object is used to represent the grass, neighbouring blades of grass will have similar motion. Additional objects with different stiffness values can be used to make the motion less uniform. When "Complex Mode" is enabled, two objects are used to represent the grass. The stiffness of each set of curves can be controlled by adjusting the "Angular Spring Constant" and "Linear Spring Constant" parameters on the corresponding Wire Objects.
In this example, a donut is stuck to an animated sticky object on the surface of a grid.
No geometry is animated in this file. All animation is achieved by animating the textures
Flames are grids so that UV textures can easily be applied, they are then warped around a metaball using a magnet SOP. The flames are then assigned to either a yellow or blue Flames texture. The Flames' opacity mask wrap is set to Decal to prevent the texture from repeating and showing a single pixel ring at the top of the flame geometry. I'm also using a mask file named
flameOpacMap.jpg to enhance the flames' shape at the top. The noise offset has been animated over
$T with an greater emphasis on the Y axis so that the flames look like they are rising. This is the same reason the Noise jitter is larger for the Y axis as well.
The coals are spheres that have been copy stamped onto a deformed grid. Using Attribute Create surface nodes I am able to override and copy stamp the lava texture’s parameters at the SOP level so that local variables, such as
$BBY, can be used to animate the texture. This way the texture’s crust and its crust values can be used only to form the tops of the coals. This reserves the lava aspect of the texture to be used on the bottoms of the coals. The lava intensity (
Kd attribute) is then stamped and animated to create the look of embers on the bottom of coals glowing.
This example demonstrates how to blend attributes using the Attribute Composite SOP.
This example shows how to create a trimmed NURBS or Bezier surface using the Convert SOP.
There are four examples contained that compare how a trimmed surface handles a texture.
Grid Surface a simple texture map on a grid.
Trimmed Circle Using the Trim SOP the conventional way of creating a trimmed surface using a Project SOP and a Trim SOP.
Trimmed Circle Using the Convert SOP creates a trimmed surface using a Convert SOP.
NURBS Surface Using the Convert SOP shows how a texture is parametrized over a surface that is not trimmed.
To get a better sense of the parameterization of the texture, turn on points and toggle between wireframe and shaded modes.
This example illustrates how custom shaders can be used to define the appearance of fur generated by the Fur SOP.
This example demonstrates how to use a texturemap to color fur.
This example demonstrates how to use a texture to control hair density.
This example demonstrates how to have multiple shading layers with different uv sets using the Layer SOP and the VEX Layered Surface SHOP.
This example shows how to blend point attributes using a Sequence Blend SOP.
This example shows how to blend primitive attributes using a Sequence Blend SOP.
This example shows how to blend vertex attributes using a Sequence Blend SOP.
Animate the rotation of texture coordinates using the UV Transform SOP with a soft falloff.
Press Play to see the animation.
This example uses the Vertex Split SOP to add sufficient points for copying vertex texture coordinates to point positions.