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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 best way to visualize the effects on UVs is in the UV view. To change a viewport to show UVs, click the View menu in the top right corner of a viewport and choose Set View ▸ UV viewport, or move the mouse over the view and press Space + 5.
You can also visualize UV attribute values in the 3D view using an attribute visualizer.
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.