Class

Shader

Output

RGBA


synopsis

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.

The noise shader does not work with the uv_transform shader because it is not calculated in UV space.



passthrough

The passthrough input is evaluated first and is passed as-is to the output.

unit

Set rotation angle units to radians, degrees or normalized. 

uv_set

A string with the name of the UV set to use to sample the image. By default, when the uvset parameter is empty, the primary UV set in the polymesh will be used. Example: If you have created a UV set in a polymesh node called "UVset2", then you can use it by setting the uvset parameter to "UVset2".

coverage

Controls how much of the surface will be covered by the texture frame.

scale_frame

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. 

translate_frame

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. 

rotate_frame

Controls how much the texture frame is rotated relative to the surface. 

pivot_frame

Controls the origin of the texture frame relative to the surface. 

wrap_frame_u

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.


wrap_frame_v

Controls how a texture repeats on a large surface. Choose between periodic, color, clamp and mirror. The default wrap mode is 'periodic'.

wrap_frame_color

Defines the color used in the color wrap mode. Linking a shader to this parameter is also allowed.

repeat

Controls how many times the texture is repeated.


offset

rotate

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).

pivot

The origin value at which modifications to any values are based around.


noise

The 2D noise for U and V.


mirror_u

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.


mirror_v

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.


flip_u

flip_v

swap_uv

stagger

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.