Open topic with navigation
This node is for adjusting the UV mapping coordinates of textures (figure 1). If a texture already has a set of UVs, this node will not alter that UV map.
Figure 1: The parameters of the Projection node.
In the picture below, the Transform and Projection nodes are connected to the Checks node (figure 2). Spherical was used because of the object's shape. Colors were created using the Gradient Texture node, since the Checks texture does not have a default color parameter.
Figure 2: An example of how the projection node is used to orient a texture on the surface of an object.
Specifies texture projection types.
- Box - provides a quick way to map a texture on any object without too much distortion, however the seams between the projection planes of the box may be visible in the render depending on the shape of the surface. Box projection is an extension of XYZ to UVW mapping, the projection of the planes of the cube are based on the normal direction of the surface.
Figure 3: The Box projection.
- Cylindrical - wraps texture maps on a surface with a cylindrical shape (figure 4). Cylindrical projection provides a quick way to map a texture on roughly cylindrically shaped surfaces without too much distortion, however the seams of the texture may be visible in the render depending on the shape of the surface.
Figure 4: The Cylindrical projection.
- Mesh UV - Uses the mesh's UV coordinates to map the texture to the surface (figure 5). This is the default behavior for all textures so in many cases its unnecessary to use a projection node when mapping a texture based on UVs. The UV set is reserved for future updates.
Figure 5: The Mesh UV projection.
- Perspective - Takes the world space coordinates and divides the X and Y coordinates by the Z coordinate (figure 6). This can be a useful way to model a projector (using a texture with this projection as the distribution, with black border mode). It can also be used for camera mapping.
Figure 6: The Perspective projection type.
- Spherical - Performs latitude-longitude mapping for the U and V coordinates (figure 7). This projection can also be used for environment textures and Light distributions.
Figure 7: The Spherical projection type.
- Triplanar - Used in conjunction with a Triplanar Node. This node is explained in more detail in the Triplanar section.
- XYZ to UVW- Also known as Planar or Flat mapping. This mapping type takes the coordinates in world or object space and use them as UVW coordinates (figure 8).
Figure 8: xyz to uvw projection mapping.
Sets which coordinate system the texture will use as UVW (figure 9). There are 2 options: Object Space and World Space. Object Space is based on the local coordinates of the object in the scene. World Space is based on scene coordinates.
Figure 9: World vs Object coordinate space.
Depending on the type of projection selected, an object in the scene can be used as a texture transform.
Texture transforms can be made from here. It has the same function as the Transform node explained earlier.
Open topic with navigation