This simple tutorial shows how to remap an image using the uv_coords attribute of the image shader to produce an abstract patterned distortion effect. Further examples can be found here.

A scene file can be downloaded here.

 

  • Start by assigning a standard_surface shader to a poly plane.
  • Increase the emission of the standard_surface to 1. Decrease the base_weight and specular_weight to 0.
  • Connect an image shader to the emission_color and add a file texture to the image_name. In this case, we have used the beautiful Mona Lisa.

  • Connect a utility shader with a Flat shade_mode and a UV color_mode (via an add shader) connected to the image shaders UV_coords.
  • Add a noise shader as an offset to the input 2 of the add shader.

You can also add a uv_transform shader after the image for extra controls. You could also add a range shader to further control the distortion effect.

Final shading network

Image: UV Coordinates

In the UV_coordinates of the image shader, there are controls for further changing the position of the texture map. When animated, this can produce some interesting results:

Offset U (left). Offset V (right).


  • Animating the exposure (using a color_correct) connected to the texture used to distort the image shader will produce the final result.

Exposure (-10 to 0)

 

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