Notch Notch Manual 0.9.23
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Texture Shading Node

Texture Shading Node

Use a texture to apply shading to a material.

image

image

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.

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 how the shading is used on the material surface.

ParameterDetails
Mapping TypeWhat 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 ChannelWhich 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 ModeHow the new texture or deformation will blend with the current object. see blend modes for more details.
Shader PassHow 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 AmountThe amount the generator is blended with the output.

These properties control attributes for using the input texture.

ParameterDetails
TextureSelect an image to drive the shading.
Texture ChannelSelect 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.
IntensityIntensity of the texture
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
TextureInput texture to drive the shading node. Overwrites the Texture property.Video Loader
Transform ModifierApply 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