UV Texture surface node

Assigns texture UV coordinates to geometry for use in texture and bump mapping.

See also: UV Pelt, UV Project, UV Quick Shade, UV Unwrap

The UVTexture operation assigns texture UV coordinates to the source geometry for use in texture and bump mapping.

Tip

Use a Layer operation in conjunction with this operation to create multiple sets of texture coordinates.

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.

Note

When the projection type is cylindrical or polar, closed mesh Bezier & 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.

Tip

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.

XYZ

Corresponds to distance on the geometry.

UVW

Corresponds to distance in UVW (texture) space.

UV

Ignores the third dimension in texture space.

Using UV Texture

  1. Select the primitives to compute texture UVs for.

  2. Click the UV Texture tool on the Texture tab.

The UV Texture tool allows you to choose a Texture Type from the drop-down menu in the parameter editor, including Rows & Columns and Perspective from Camera.

Parameters

Group

Subset of geometry to apply texture to.

Texture Type

Type of projection to use.

Orthographic

Direct projection from axis

Polar

Wrap spherically in axis direction

Cylindrical

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.

Face

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.

Modify Source

If the source already has texture UV coordinates, they are maintained but may be scaled and offset. See also UV Edit and UV Transform.

Uniform Spline

NURBS and Bezier surfaces only. Samples the basis of each surface uniformly in U and V and assigns those values as texture coordinates to the surface points or vertices.

Average Spline

NURBS and Bezier surfaces only. The coordinates of each control vertices Greville point is used as the texture UV.

Arc Length Spline

NURBS and Bezier surfaces only. Samples the basis of each surface based on surface arc lengths and assigns those values as texture coordinates to the surface 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.

Projection Axis

Axis to project along, or projection method from splines.

Camera Name

Camera or light to project perspective coordinates from

Apply to

Whether the texture is applied to points or vertices.

Natural Location

Let the operation determine the type of uv attribute created.

Point Texture

Create point uv attribute.

Vertex Texture

Create vertex uv attribute.

Scale

Scales texture coordinates.

Offset

Offsets texture coordinates.

Angle

Rotates texture coordinates about projection axis.

Fix Boundary Seams

Makes sure the texture wraps around correctly.

Usages in other examples

Example name Example for

Material shader

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Poly Frame surface node

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UV Transform surface node

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Visibility surface node

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Fur surface node

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Fur surface node

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Convert surface node

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Sequence Blend surface node

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Paste surface node

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Vertex Split surface node

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Torque render node

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Torque render node

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Torque render node

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Torque render node

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Torque render node

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Sticky object

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