Method
Renders the contents of a connected 3D objects surface back into its UV texture map.
This is most commonly used with media servers for projection mapped objects, where Notch renders the contents of the object’s surface and passes it to the media server as a UV texture map for application onto the same mesh in its projection system.
Example Nodegraph |
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Transform
Not commonly used by this node.
Inherit Transform Channels
Toggle which transform channels should be inherited. By default, all are on.
Attributes
Name | Description |
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UV Channel | The channel to be rendered to the UV texture map |
Flip X | Flip the output UV texture along the X plane. |
Flip Y | Flip the output UV texture along the Y plane. |
Invert Normals | Flip the normals of each face, so the lighting is tested against the inside face. |
UV Border (Pixels) | Dilates the edges of the UV mapped regions in the texture to prevent ‘black’ areas when reapplied to the object. |
Priority | Change the priority of the camera. If two cameras have the same priority, the highest camera in the nodegraph is used. |
Inputs
Name | Description | Typical Node Input |
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Object Nodes | The UV texture mapped 3D object to be rendered | 3D Object |
Included Objects | Select nodes to be included in the final rendering from this camera. | 3D Object |
Excluded Objects | Select nodes to be omitted in the final rendering from this camera. | 3D Object |
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
Nodes Parented to this node will generally follow the standard parent-child relationship with nodes in Notch, with the exception that most Post-FX nodes will only run when viewed through a camera when connected to the camera.