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.
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A video tutorial can be foundA scene file can be downloaded here. |
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- 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
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: Exposure (-10 to 0)Image: UV Coordinates