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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 ramp (RGB) 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 ramp 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 texture to the Color Offset of the Ramp. 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 (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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