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.

  • Create a rampRGB texture and connect it to the UV_coords of the image shader. Connect the u_coord of the ramp to the uvcoordsY of the image shader. Connect the v_coord of the rampRGB to the uvcoordsX of the image shader.
  • Change the ramp type to Four Corner Ramp.
  • Create four different colors for the ramp: red, yellow, green, and blue.

You can change how the image is remapped by adjusting the HSV values of the ramp.

  • Connect a file or noise shader to the color_offset of the rampRGB. This will drive the distortion effect.

You could also add a range or remap shader in between the file texture and the ramp to further control the 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
Offset V

  • 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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