Method

This node applies a chosen texture to the shading of a material node. This can be used to deform, recolour and change the lighting on a mesh.

Example
A Output channel normal – B Output channel TGBA with alpha blended materiel – C Shader pass vertex – D Output channel RGBA position shader pass vertex
Example Nodegraph

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.

Shading Node Attributes

Name Description
Mapping Type What kind of mapping is to be applied.
  • World Position, the position of each vertex relative to the scene world space (most commonly used with Spherical, Planar, Perspective mappings).
  • Object Local Position, the position of each vertex relative to the objects local space.
  • View-Space Position, the position of each vertex relative to the cameras view.
  • Texture Coordinate, the position of each vertex relative to the objects texture coordinates.
  • World Normal, the world normals after transformations are applied.
Output Channel Which channel will be affected by the fractal noise.
  • Colour RGBA
  • Colour RGB
  • Colour Alpha
  • Normal
  • Texture Coordinate
  • Position
Blend Mode How the new texture or deformation will blend with the current object. See Blend Modes for more details.
Shader Pass How the final modified shading is applied to the shape.
  • Vertex, The shading is only changed from vertex to vertex.
  • Tessellation, The shading is applied as the model is tessellated. only functions with Tessellation Enabled in connected objects.
  • Pixel, The shading is applied per pixel in screen space, so it will always be applied optimally.
Blend Amount The amount the generator is blended with the output.

Texture Attributes

Name Description
Texture Select an Image to drive the shading.
Texture Channel Select which channel(s) to use for the shading.
  • RGBA
  • Red
  • Green
  • Blue
  • Alpha
  • RGB
  • Luminance
Intensity Intensity of the texture
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
Texture Input texture to drive the shading node. Overwrites the Texture property. Video Loader
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

Can be chained with other Shading nodes for more complex shading systems.