Generate UVs
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.
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.
Parameter Details
Position X Move along the local x-axis.
Position Y Move along the local y-axis.
Position Z Move along the local z-axis.
Rotation Heading Rotate around the local y-axis.
Rotation Pitch Rotate around the local x-axis.
Rotation Bank Rotate around the local z-axis.
Scale X Scale along the local x-axis.
Scale Y Scale along the local y-axis.
Scale Z Scale along the local z-axis.
Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.
Parameter Details
Position X Toggle inheritance of the X Position from the parent.
Position Y Toggle inheritance of the Y Position from the parent.
Position Z Toggle inheritance of the Z Position from the parent.
Rotation Heading Toggle inheritance of the Rotation Heading from the parent.
Rotation Pitch Toggle inheritance of the Rotation Pitch from the parent.
Rotation Bank Toggle inheritance of the Rotation Bank from the parent.
Scale X Toggle inheritance of the X Scale from the parent.
Scale Y Toggle inheritance of the Y Scale from the parent.
Scale Z Toggle inheritance of the Z Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.
These properties control the core behaviours of the node.
Parameter Details
Blend Amount Global override for how much the deformer affects the mesh.
Subdivision Order Toggle whether the deformer is added before or after the object is subdivided.
- Before Subdivision : The deformation is applied before any subdivision is added.
- After Subdivision : The deformation is applied after subdivision, or inbetween if the subdivision level property is modified.
Subdivision Level The subdivision level at which the deformer is applied. Subdivision Order must be set to After Subdivision to Function.
Weightmap Add a weight map to determine where the deformer is more or less effective.
Vertex Source Mode Choose whether the deformer applies to the individual vertices or the mesh chunks.
- Vertex Positions : The mesh deformations are applied to the mesh vertices.
- Chunks : The mesh deformations are applied to the seperated mesh pieces.
Deformer Transform Space Choose which transform space the deformer uses for deformation. Does not affect falloffs.
- Local : Deformations are calculated in the Local Space of the object, so transformations of the parent mesh will not affect the deformation.
- World : Deformations are calculated in the World Space of the scene, so transformations of the parent mesh will apply the deformer differently depending on the mesh position.
Update Time Mode How the deformer updates with relation to the timecode.
- Locked To Timecode : The deformer deformations are locked to the timecode and the same time will always yield the same deformations.
- Running / Looping : The deformer deformations are disconnected from the timecode 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.
These properties control where the deformer affects the geometry.
Parameter Details
Falloff Enabled Enable falloff from the position of the deformer.
Falloff Shape Select which shape to use to draw falloff from.
- Sphere : How quickly the falloff drops to 0 at the outer falloff.
- Cylinder - X : Falloff is drawn radially outward from a line along the x axis, forming a cylindrical falloff.
- Cylinder - Y : Falloff is drawn radially outward from a line along the y axis, forming a cylindrical falloff.
- Cylinder - Z : Falloff is drawn radially outward from a line along the z axis, forming a cylindrical falloff.
- Plane - X : Falloff is drawn outward from a plane formed on the YZ axis.
- Plane - Y : Falloff is drawn outward from a plane formed on the XZ axis.
- Plane - Z : Falloff is drawn outward from a plane formed on the XY axis.
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 effect to no longer effective.
Parameter Details
UV Scale X Scale the mesh UV along the x axis.
UV Scale Y Scale the mesh UV along the y axis.
UV Offset X Move the mesh UV along the x axis.
UV Offset Y Move the mesh UV along the y axis.
Inputs
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.
Parameter | Details |
---|---|
Position X | Move along the local x-axis. |
Position Y | Move along the local y-axis. |
Position Z | Move along the local z-axis. |
Rotation Heading | Rotate around the local y-axis. |
Rotation Pitch | Rotate around the local x-axis. |
Rotation Bank | Rotate around the local z-axis. |
Scale X | Scale along the local x-axis. |
Scale Y | Scale along the local y-axis. |
Scale Z | Scale along the local z-axis. |
Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.
Parameter | Details |
---|---|
Position X | Toggle inheritance of the X Position from the parent. |
Position Y | Toggle inheritance of the Y Position from the parent. |
Position Z | Toggle inheritance of the Z Position from the parent. |
Rotation Heading | Toggle inheritance of the Rotation Heading from the parent. |
Rotation Pitch | Toggle inheritance of the Rotation Pitch from the parent. |
Rotation Bank | Toggle inheritance of the Rotation Bank from the parent. |
Scale X | Toggle inheritance of the X Scale from the parent. |
Scale Y | Toggle inheritance of the Y Scale from the parent. |
Scale Z | Toggle inheritance of the Z Scale from the parent. |
World Position Only | Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties. |
Inherit Time | Toggle inheritance of time from the parent. |
These properties control the core behaviours of the node.
Parameter | Details |
---|---|
Blend Amount | Global override for 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. Subdivision Order must be set to After Subdivision to Function. |
Weightmap | Add a weight map to determine where the deformer is more or less effective. |
Vertex Source Mode | Choose whether the deformer applies to the individual vertices or the mesh chunks.
|
Deformer Transform Space | Choose which transform space the deformer uses for deformation. Does not affect falloffs.
|
Update Time Mode | How the deformer updates with relation to the timecode.
|
Mapping Type | What kind of mapping is to be applied.
|
Source Channel | The linked 3D Objects source data that the mapping should use in it’s application.
|
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. |
These properties control where the deformer affects the geometry.
Parameter | Details |
---|---|
Falloff Enabled | Enable falloff from the position of the deformer. |
Falloff Shape | Select which shape to use to draw falloff from.
|
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 effect to no longer effective. |
Parameter | Details |
---|---|
UV Scale X | Scale the mesh UV along the x axis. |
UV Scale Y | Scale the mesh UV along the y axis. |
UV Offset X | Move the mesh UV along the x axis. |
UV Offset Y | Move the mesh UV along the y axis. |
Name | Description | Typical Input |
---|---|---|
Mapping | Attach a mapping node to control how the texture should be applied to the model | Mapping |
Transform Modifiers | Apply the transforms of another node to this node. | Null |
Target Node | Modifiy the rotations of the node to always direct the z axis towards the input. | Null |
Local Transform Override | Apply the transforms of another node to this node, relative to its parent. | Null |