Method

This node controls how texture coordinates (UVs) are generated for a given material or piece of 3D geometry. This allows UVs to be created procedurally, e.g. via planar, spherical or camera perspective mappings.

The Mapping node acts on a Material node’s Mapping input. It does not need parenting.

To map a texture to an object using the Mapping node:

  1. Add the 3D Object you wish to map on to
  2. Add a Material node and link it’s output to the 3D Object’s : Default Material
  3. Add a Video Source node and link it’s output to the Material’s : Colour Texture input
  4. Add a Mapping node and link it’s output to the Material’s : Mapping input.
  5. In the Mapping node:
    1. Select the Mapping Type you wish to use
    2. If using a geomterical applied mapping (Perspectice, Spherical, Planar etc.) then:
      1. Set the transform properties of the mapping
      2. OR Inherit the transforms from a camera by linking your camera to the Inherit Transforms input.

Transform

Name Description
Position X Move its position along the x-axis in local space.
Position Y Move its position along the y-axis in local space.
Position Z Move its position along the z-axis in local space.
Rotation Heading Rotate the object about the x-axis.
Rotation Pitch Rotate the object about the y-axis.
Rotation Bank Rotate the object about the z-axis.
Scale X Scale along the x-axis.
Scale Y Scale along the y-axis.
Scale Z Scale along the z-axis.

Inherit Transform Channels

Toggle which transform channels should be inherited. By default, all are on.

Attributes

Name Description
Mapping Type What kind of mapping is to be applied.
  • Original UV’s, The source values are output directly.
  • Planar, The map is generated based on the planar view of the XY plane.
  • Cubic, the map is generated based on the planar views of the x, y and z planes..
  • Spherical, the map is a 360 spherical mapping back out into space.
  • Normal Face-Map, the map is generated based on the normal.
  • Perspective, the map is generated based on the position and rotation of the mapping node. Generally used with a Camera connected to the Transform Modifiers input.
  • Equirectanglur, the map is generated based on a cubic map, but smoothed to the shape of a sphere.
Source Channel The linked 3D Objects source data that the mapping should use in it’s application.
  • Local Position, the local position of the vertices before transformation.
  • World Position, the world position of the objects vertices (most commonly used with Spherical, Planar, Perspective mappings)
  • UV, the UV coordinates of the vertices
  • Local Normal, the local normals before transformation.
  • World Normal, the world normals after transformations are applied.
  • Index, the vertex index is used as an input.
Dimension How many dimensions the map affects.
Generate Per Pixel Determines whether UVs are generated per vertex or per pixel.

UV Transform

Name Description
UV Offset X Move the object UV along the x axis.
UV Offset Y Move the object UV along the y axis.
UV Scale X Scale the object UV along the x axis.
UV Scale Y Scale the object UV along the y axis.

Inputs

Name Description Typical Node Input
Transform Modifiers Links all transform properties to the input node. Null
Target Node Always faces the x-axis towards the inputs anchor point. Null
Local Transform Override Override the transformation values of the node, relative to its parent. Null

Outputs

The outputs section for this node is currently being worked on.