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. |
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- 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:
- 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)
Exposure (-10 to 0)