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UVProject creates the UV texture attribute if it does not already exist. The attribute class (Vertices or Points) is determined by the Group Type. It is recommended that UVs be applied to vertices, since this allows fine control on polygonal geometry and the ability to fix seams at the boundary of a texture.
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.
For closed mesh, Bezier and NURBS surfaces, projections with boundaries will result in seams. UVTexture can be used to open these surfaces automatically. Alternatively, convert the surface to polygons using a Convert operation prior to applying UVProject.
Using UV Project
The name of the texture coordinate attribute to create, defaulting to
Subset of geometry to apply texture UV coordinates to.
The type of elements referenced in the Group field, and the class of UV texture attribute to use.
Type of projection geometry to use.
Inner radius of the torus used in a Toroidal projection. The outer radius is always 0.5.
Order in which transformations occur.
Order in which rotations occur.
Amount of translation along xyz axes.
Amount of rotation about xyz axes.
Non-uniform scaling along xyz axes.
Local pivot point for transformations.
Specify how to initialize the transform when the Initialize button is used.
Automatically fit the projection geometry to the group’s bounding box.
The location of the left and right edges, respectively, of the texture on the projection geometry.
The location of the bottom and top edges, respectively, of the texture on the projection geometry.
Rotates texture coordinates about the point (0.5, 0.5) in UV texture space.
Fix Boundary Seams
Makes sure the texture wraps around correctly. This only works for vertex UV attributes.
Use the UV coordinates of neighboring vertices to improve undefined projections at the poles of the projection geometry. (For example, the north and south poles of the Polar projection).
The distance from the exact pole within which a vertex is treated as being in that pole.
This example demonstrates the various projection types supported by the uvproject SOP.
The following examples include this node.
This example demonstrates how the Fur SOP and Mantra Fur Procedural can be applied to an animated skin geometry. CVEX shaders are used to apply a custom look to the hairs based upon attributes assigned to the geometry.
This example demonstrates the use of the layer SOP to layer multiple textures onto a single object.
This example demonstrates how to have multiple shading layers with different uv sets using the Layer SOP and the VEX Layered Surface SHOP.
The Point SOP is quite a versatile operator. This example shows how the Point SOP may be used to control point weight, color, normals, and UV attributes.
Furthermore, it is possible to create various relationships among the point attributes through the Point SOP.
This example demonstrates how you can use the Scatter SOP to scatter points that stay consistent through topology changes like remodelling the input geometry or breaking it. It does this by using the option to scatter in texture space.