Method
Applies a colour texture map to a procedural. This only has an effect if the procedural renderer supports colour generation. The map has a built-in falloff allowing multiple texture maps to be blended together.
Example |
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Example Nodegraph |
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Transform
Name |
Description |
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Position X |
Move its position along the x-axis in local space. |
Position Y |
Move its position along the y-axis in local space. |
Position Z |
Move its position along the z-axis in local space. |
Rotation Heading |
Rotate the object about the y-axis. |
Rotation Pitch |
Rotate the object about the x-axis. |
Rotation Bank |
Rotate the object about the z-axis. |
Scale X |
Scale along the x-axis. |
Scale Y |
Scale along the y-axis. |
Scale Z |
Scale along the z-axis. |
Inherit Transform Channels
Toggle which transform channels should be inherited. By default, all are on.
Attributes
Name |
Description |
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Colour Texture |
The image file to map over the procedural shape. |
Falloff Scale |
The texture map falloff size. |
Power |
The texture map falloff sharpness. |
Blend Weight |
How much the texture is blended with the current material texture. |
Colour |
A colour tint applied to the read texture map. |
Inputs
Name |
Description |
Typical Node Input |
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UV Transform |
A node from which to read a transformation, which will be applied to the texture mapping. |
Null |
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
There are no outputs from this node.