Texture Projection Lookup

| Render Tree Usage

Shader Type: Texture Space Generator (Tool)

Output: Vector value

Extracts a shader’s texture projection and returns it. This shader is similar to the texture_space_generator node, except that it supports all standard parameters, such as remapping and texture projection transformations.

Name

The shader’s name. Enter any name you like, or leave the default.

Texture Projection

Object Selection: When multiple objects are selected, defines whether changes are applied to all objects or a specific one. This control updates automatically as you select objects in the scene, as long as the property editor is not locked.

Property Selection: Lets you choose a Texture Support. If no texture support has been defined, you can create one by clicking New. If a texture projection is already defined, you can edit it by clicking Edit.

Edit: Opens the Texture Support property page for the defined texture projection.

New: Defines the new texture projection to be created. You can choose from the following:

UV: Projects the texture along the U and V.

Planar XY: Projects the texture on X and Y coordinates only.

Planar XZ: Projects the texture on X and Z coordinates only.

Planar YZ: Projects the texture on Y and Z coordinates only.

Cylindrical: Projects the texture as though it is a cylinder wrapped around an object.

Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion.

Spatial: The texture is centered on the scene’s origin.

Cubic: Applies the texture onto the object by first assigning the object’s polygons to faces of a cube, and then projecting the texture onto each face by default. The layout of a cubic projection can be completely customized using the options in the Texture Support property editor.

Camera Projection: The texture is mapped relative to the camera’s center. In this coordinate system, the camera is the center of the “world,” with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture will move with the camera and will be affected by any scaling, rotation, and translation.

Unique Uvs (Polymesh): Applies a texture to polygon objects by assigning each polygon’s UV coordinates to its own distinct piece of the texture so that no two polygons’ coordinates overlap each other.

Advanced: Opens the Create Texture Support property page from which you can explicitly define a texture projection.

Repeats

Texture Repeats

Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1] interval.

Alternate

U, V, Z

Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.

UV Remap

Minimum, Maximum

Determines the remapping of the texture image. For a 2D image, only X and Y are used.

Render Tree Usage

Used to control the Coordinates parameter of a Texture Generator shader, or Texture Space Controller shader.

 



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