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The Attrib From Map operator creates a point attribute from the color information found in an image (sequence) or previously applied texture. This image can be loaded from disk or already be present as
You can use this node to create density, fuel, and temperature data to drive a fluid simulation. Using the Fluid Source operator, this data can become a set of volumes to be used as a source for a fluid simulation.
This operator uses point UV’s. If no UV’s are found (on either vertices or points), a default Orthographic mapping operation is applied.
Group of points to sample.
When enabled, specifies the image or image sequence to sample the color
information from. If disabled, the default
Cd (point color value) is
UDIM Filename Expansion
Expand UDIM texture names when evaluating.
Which channel of deep images to read.
The name of the texture coordinate attribute to use for looking up into the map, defaulting to
Name of attribute to create and store information on. A float attribute samples the image’s greyscale or specific color band (RGB). A vector attribute samples the full color representation (RGB).
When sampling to a float, Color Channel selects what color (or combination of colors) to sample. Greyscale is the default and creates a grey scale representation of the image to store as an attribute.
Only available when Color Channel is set to Greyscale. This controls how much influence every band of color has on the greyscale representation of the image. It is based on Photoshop greyscale defaults.
Values run from 0 to 1.
Cd with the sampled color information to visualize the output.
Controls if scaling, contrast, and remapping is done.
If remapping is done, the input values may be clamped.
Scales the final outcome.
Sharpens the image.
Specifies where Contrast is allowed to effect the image. A value of 1 is everywhere. The lower the value, the less influence Contrast has.
This is only available when sampling to a float. Remaps the sampled range.
Type of filter to use.
Filter amount in UV space.
Sets the behavior of the filter when attempting to sample pixels outside of the image’s region.
The image is sampled as if it were infinitely tiled.
The image is sampled as if the border extended to infinity.
The image is surrounded by a solid color. Use the Border Color parameter to set this color.
The color to use if sampling outside the image in Decal mode.
Vertex UV Promotion
If the incoming uv attribute is a vertex attribute, each point must determine what its uv will be in case multiple vertices are shared and have different uvs. For a clean cut on seams it is usually best to use First Match.
Set of basic UV operators. For more control, use the UV Edit operator.
Inverts U texture coordinates.
Inverts V texture coordinates.
Scales the UVs and the image.
Rotates the UVs in degrees.
Translates UVs in UV space.
Points or Primitives
Geometry to sample. If no UVs are found (on either vertices or points), a default Orthographic mapping operation is applied.