Method
This node allows you to generate UV coordinates for the affected object using a mapping.
The UVs may be generated on a mesh before it is deformed, so the UVs will be deformed along with the mesh.
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 |
Blend Amount |
How much the deformer affects the mesh. |
Subdivision Order |
Toggle whether the deformer is added before or after the object is subdivided. |
Subdivision Level |
The subdivision level at which the deformer is applied. |
Weightmap |
Use a weight map to determine where the deformer is more or less effective. |
Vertex Source Mode |
How vertices are selected to be used by the deformer.
- Vertex Positions, Vertices are chosen based on their positions in the scene.
- Chunks, Vertices are chosen based on the enclosed section of the mesh they are used.
|
Deformer Transform Space |
Select which transform space should be used to calculate the deformations.
- Local, Deformations are calculated in the Local Space of the object.
- World, Deformations are calculated in the World Space of the scene.
|
Update Time Mode |
How the deformer updates with relation to the time code.
- Locked To Timecode, The deformer deformations are locked to the time code and the same time will always yield the same deformations.
- Running / Looping, The deformer deformations are disconnected from the time code and will loop seamlessly at the end of the layer.
|
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.
- Equirectangular, 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 |
The dimension in which the mapping is calculated – 1D, 2D or 3D. |
Show Guides |
Show a visual guide for the mapping from this node in the viewport. |
Falloff
Name |
Description |
Falloff Enabled |
Enable falloff from the position of the deformer. |
Falloff Shape |
Select which shape to use to draw falloff from.
- Sphere, Falloff is drawn outward from a central point, forming a spherical falloff.
- Cylinder – X/Y/Z, Falloff is drawn outward from a line, forming a cylindrical falloff.
- Plane – X/Y/Z, Falloff is drawn outward from a plane.
|
Falloff Range |
Limits the range the deformer is effective at. |
Falloff Inner Range |
The inner range from which the falloff is calculated from. |
Falloff Curve Power |
How quickly the falloff drops to 0 at the outer falloff. |
Invert Falloff |
Invert the direction of the falloff. |
Falloff Curve |
Visualises the falloff curve, from being completely in effective to not at all. |
UV Transform
Name |
Description |
UV Scale X |
Scale the object UV along the x axis. |
UV Scale Y |
Scale the object UV along the y axis. |
UV Offset X |
Move the object UV along the x axis. |
UV Offset Y |
Move the object UV along the y axis. |
Inputs
Name |
Description |
Typical Node Input |
Mapping |
Attach a mapping node to control how the texture should be applied to the model |
Mapping |
Transform Modifier |
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
There are no outputs from this node.