Notch Notch Manual 1.0
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UV Camera

UV Camera

Places a camera which captures the lighting and materials from a connected 3D object and renders it onto the objects UV Map.

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Method #

Renders the contents of a connected 3D objects surface onto the viewport through its UV texture map.

This is most commonly used with media servers for projection mapped objects, where Notch renders the contents of the object’s surface and passes it to the media server as a UV texture map for application onto the same mesh in its projection system.

The input object must have been appropriately UV mapped (unwrapped) in a modelling package for this mechanism to be successful.
Typically anti-aliasing should be disabled on the Root node to ensure the UV texture map contains hard edges.

Nodes parented to this node will generally follow the standard parent-child relationship with nodes in Notch, with the exception that most Post-FX nodes will only run when viewed through a camera when connected to the camera.

Parameters

These properties control the 3D transforms of the node. Not usually appropriate to modify this node.

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.

Control the inheritance of the transforms from the parent.

ParameterDetails
PositionToggle inheritance of the Position from the parent.
RotationToggle inheritance of the Rotation from the parent.
ScaleToggle inheritance of the 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
UV ChannelThe channel to be rendered to the UV texture map
UV Border (Pixels)Dilates the edges of the UV mapped regions in the texture to prevent ‘black’ areas when reapplied to the object.
Flip XFlip the output UV texture along the X plane.
Flip YFlip the output UV texture along the Y plane.
Invert NormalsFlip the normals of each face, so the lighting is tested against the inside face.
Camera PriorityChange the priority of the camera. If two or more cameras have the same priority, the highest camera node in the nodegraph heirarchy is used.

Inputs

NameDescriptionTypical Input
Object NodesThe UV texture mapped 3D object to be rendered3D Object
Included ObjectsSelect nodes will be included in the final rendering from this camera. Once a node is connected, all unconnected nodes will be treated as excluded.3D Object
Excluded ObjectsSelect objects to be ignored by this camera. These objects will not be rendered, but will otherwise be generated and impact performance. Once a node is connected, all unconnected nodes will be treated as included.3D Object
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

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