Notch Notch Manual 0.9.23
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Mapping

Mapping

Control how an image is mapped onto surfaces.

image

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.
Mapping nodes can be used in combination with Screen Resources to pipe content from one layer and apply it another via a mapping.

All nodes connected to this node are treated as if flowing to the parent node, and inherits any transformation changes along the chain. The output is generally applied to a Material Nodes mapping input, but can also be used to control how an image is used in many different systems, such as the Displacement Map for deformers or the Image Effector for clones.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.

ParameterDetails
Position XToggle inheritance of the X Position from the parent.
Position YToggle inheritance of the Y Position from the parent.
Position ZToggle inheritance of the Z Position from the parent.
Rotation HeadingToggle inheritance of the Rotation Heading from the parent.
Rotation PitchToggle inheritance of the Rotation Pitch from the parent.
Rotation BankToggle inheritance of the Rotation Bank from the parent.
Scale XToggle inheritance of the X Scale from the parent.
Scale YToggle inheritance of the Y Scale from the parent.
Scale ZToggle inheritance of the Z Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Mapping TypeWhat 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 ChannelThe 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.
DimensionHow many dimensions the map affects.
Generate Per PixelDetermines whether UVs are generated per vertex or per pixel.
Show GuidesShow a visual guide for the mapping from this node in the viewport.

These properties offset the output mapping in the mappings UV space.

ParameterDetails
UV Offset XMove the mesh UV along the x axis.
UV Offset YMove the mesh UV along the y axis.
UV Scale XScale the mesh UV along the x axis.
UV Scale YScale the mesh UV along the y axis.

Inputs

NameDescriptionTypical Input
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null