Texture Shading Node
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.
From the image :-
- A - Output channel normal
- B - Output channel TGBA with alpha blended materiel
- C - Shader pass vertex
- D - Output channel RGBA position shader pass vertex
The output of this node can be connected to other shading nodes, to build up a more complex shading system.
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 how the shading is used on the material surface.
Parameter Details
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 : Output colour & alpha channels
- Colour RGB : Output colour channels only
- Colour Alpha : Output alpha channel only
- Normal : Output to normals
- Texture Coordinate : Output to texture coordinates
- Position : Output to texture positions
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.
These properties control attributes for using the input texture.
Parameter Details
Texture Select an image to drive the shading.
Texture Channel Select which channel(s) to use for the shading.
- RGBA : Uses all the available texture channels.
- Red : Only uses the Red channel.
- Green : Only uses the Green channel.
- Blue : Only uses the Blue channel.
- Alpha : Only uses the Alpha channel.
- RGB : Uses all the colour channels.
- Luminance : Uses the luminance values of the texture from the RGB channels.
Intensity Intensity of the texture
UV Offset X Move the mesh UV along the x axis.
UV Offset Y Move the mesh UV along the y axis.
UV Scale X Scale the mesh UV along the x axis.
UV Scale Y Scale 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 how the shading is used on the material surface.
Parameter | Details |
---|---|
Mapping Type | What kind of mapping is to be applied.
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Output Channel | Which channel will be affected by the fractal noise.
|
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.
|
Blend Amount | The amount the generator is blended with the output. |
These properties control attributes for using the input texture.
Parameter | Details |
---|---|
Texture | Select an image to drive the shading. |
Texture Channel | Select which channel(s) to use for the shading.
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Intensity | Intensity of the texture |
UV Offset X | Move the mesh UV along the x axis. |
UV Offset Y | Move the mesh UV along the y axis. |
UV Scale X | Scale the mesh UV along the x axis. |
UV Scale Y | Scale the mesh UV along the y axis. |
Name | Description | Typical Input |
---|---|---|
Texture | Input texture to drive the shading node. Overwrites the Texture property. | Video Loader |
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 |