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.

Example
Example Bin Example Project

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.