Notch Notch
Manual 1.0 Manual 0.9.23
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Generate UVs

Generate UVs

Updated: 12 Feb 2025

Sets where the UVs should be generated within the deformer heirarchy
Example .dfx

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.

ParameterDetails
Position XThe objects position along the local x-axis.
Position YThe objects position along the local y-axis.
Position ZThe objects position along the local z-axis.
Rotation HeadingThe objects rotation around the local y-axis.
Rotation PitchThe objects rotation around the local x-axis.
Rotation BankThe objects rotation around the local z-axis.
Scale XThe objects scale along the local x-axis.
Scale YThe objects scale along the local y-axis.
Scale ZThe objects scale 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
Blend AmountGlobal override for how much the deformer affects the mesh.
Apply ModeChoose whether the deformer applies to the individual vertices or the mesh chunks.
  • Vertices : The mesh deformations are applied to the mesh vertices.
  • Chunks : The mesh deformations are applied to the separated mesh pieces.
Transform SpaceChoose 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.
Time ModeHow 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 run seamlessly at the end of the composition.
Mapping TypeWhat 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 ChannelThe 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.
DimensionThe dimension in which the mapping is calculated - 1D, 2D or 3D.
Show GuidesShow a visual guide for the mapping from this node in the viewport.

These properties control where the deformer affects the geometry.

ParameterDetails
Use FalloffEnable falloff from the position of the deformer.
Falloff ShapeSelect 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 RangeLimits the range the deformer is effective at.
Falloff Inner RangeThe inner range from which the falloff is calculated from.
Falloff Curve PowerHow quickly the falloff drops to 0 at the outer falloff.
Invert FalloffInvert the direction of the falloff.
Falloff CurveVisualises the falloff curve, from being completely in effect to no longer effective.

Transform the generated UVs in UV space after being generated.

ParameterDetails
UV Scale XScale the mesh UV along the x axis.
UV Scale YScale the mesh UV along the y axis.
UV Offset XMove the mesh UV along the x axis.
UV Offset YMove the mesh UV along the y axis.

Inputs

NameDescriptionTypical Input
MappingAttach a mapping node to control how the texture should be applied to the modelMapping
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