This shader enables you to modify UVs locally, thereby controlling how a 2d texture is placed onto a surface (textures are placed on a surface using the surface's UV coordinates). You can control the position, size, and rotation of an image on the surface using the Scale, Translate Frame and Rotate Frame attributes. You can also control how the texture is tiled within the frame using the Repeat, Rotate, Offset, Mirror, Stagger, and Wrap attributes.
Image connected to Passthrough of uvtransform shader
The passthrough input is evaluated first and is passed as-is to the output.
An alternate UV set. If left blank, the standard UV attribute will be used. Secondary UV sets in MAXtoA are named uv_2, uv_3, and so on.
Set rotation angle units to radians, degrees or normalized.
Controls how much of the surface will be covered by the texture. Its default values, (1, 1, 0) will cover the entire surface. Reduce these values to make the texture smaller. For example, if you change the Scale U to 0.5, then the texture will only cover half the surface in the U direction.
Controls the position of the texture, relative to the Pivot frame value (default 0, 0, 0). Increase these values to move the texture frame away from the Pivot. For example, when Translate Frame U is set to 0.5, the texture will be shifted half-way along the surface.
Controls how much the texture frame is rotated relative to the surface.
Controls the origin of the texture frame relative to the surface.
Controls how much of the surface will be covered by the texture frame.
Flip (mirror) the image in the horizontal direction.
Flip (mirror) the image in the vertical direction.
Controls how texture tiles are placed beside each other. When enabled, each copy of the texture will be the mirror image of the ones on the U side of it, with their shared edge being the (V) axis of reflection.
Controls how texture tiles are placed beside each other. When enabled, each copy of the texture will be the mirror image of the ones on the V side of it, with their shared edge being the (U) axis of reflection.
The 2D noise for U and V.
Offsets the image in the U direction. This offset takes place before scaling, flipping, or swapping of the S and T coordinates.
The origin value at which modifications to any values are based around.
Controls how many times the texture is repeated.
Controls how much the texture is rotated within the texture frame (the frame itself is not rotated). To rotate the frame, use the Rotate Frame attribute instead).
Controls the alignment of texture tiles placed alongside each other. When enabled, every other row of texture tiles is offset by one-half of its width, similar to the way bricks are stacked in a brick wall.
Swaps the axes.
Defines the color used in the color wrap mode. Linking a shader to this parameter is also allowed.
Controls how a texture repeats on a large surface. Choose between periodic, color, clamp and mirror. The default wrap mode is 'periodic'. See the different modes below.
The noise shader does not work with the UV Transform shader because it is not calculated in UV space.