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.
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.
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.
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.
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XYZ |
Corresponds to distance on the geometry. |
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UVW |
Corresponds to distance in UVW (texture) space. |
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UV |
Ignores the third dimension in texture space. |
Using UV Texture
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Select the primitives to compute texture UVs for.
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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
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Group |
Subset of geometry to apply texture to. |
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Texture Type |
Type of projection to use.
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Projection Axis |
Axis to project along, or projection method from splines. |
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Camera Name |
Camera or light to project perspective coordinates from |
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Apply to |
Whether the texture is applied to points or vertices.
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Scale |
Scales texture coordinates. |
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Offset |
Offsets texture coordinates. |
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Angle |
Rotates texture coordinates about projection axis. |
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Fix Boundary Seams |
Makes sure the texture wraps around correctly. |
Usages in other examples
| Example name | Example for | |
|---|---|---|
| Fire Pit example |
Material shader |
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| TangentNormalMapExample |
Poly Frame surface node |
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| SoftRotate |
UV Transform surface node |
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| VisibilityCheckers |
Visibility surface node |
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| FurTextureMap |
Fur surface node |
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| Shaved |
Fur surface node |
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| ConvToTrimSurface |
Convert surface node |
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| BlendTexture |
Sequence Blend surface node |
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| PasteNose |
Paste surface node |
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| VertexTexture |
Vertex Split surface node |
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| TorqueIFL |
Torque render node |
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| TorqueLOD |
Torque render node |
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| TorqueReflectanceMap |
Torque render node |
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| TorqueMorph |
Torque render node |
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| TorqueDetailMap |
Torque render node |
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| StickyDonut |
Sticky object |