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 X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the 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 the core behaviours of the node.

ParameterDetails
Weightmap Add a weight map to determine where the deformer is more or less effective.
Apply Mode Choose 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.
Blend Amount Global override for how much the deformer affects the mesh.
Time Mode How 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.
Output UV Channel The UV channel to output the generated UVs to.
Mapping Type What 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 Channel The 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.
Dimension The dimension in which the mapping is calculated - 1D, 2D or 3D.
Show Guides Show a visual guide for the mapping from this node in the viewport.

These properties control where the deformer affects the geometry.

ParameterDetails
Enabled Enable falloff from the position of the deformer.
Shape Select which shape to use to draw falloff from.
  • Sphere : Falloff is drawn outward from a central point, forming a spherical falloff.
  • Cylinder : Falloff is drawn outward from a line, forming a cylindrical falloff.
  • Plane : Falloff is drawn outward from a plane.
Shape Orientation Along which axis the shape should be drawn.
Outer Range The outer range from which the falloff is calculated from.
Inner Range The inner range from which the falloff is calculated from.
Curve Power How quickly the falloff drops to 0 at the outer falloff.
Invert Invert the direction of the falloff.

Transform the generated UVs in UV space after being generated.

ParameterDetails
UV Scale X Scale the mesh UV along the X axis.
UV Scale Y Scale the mesh UV along the Y axis.
UV Offset X Move the mesh UV along the X axis.
UV Offset Y Move 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
Projection TransformControls the projection transform for the UV mapping.Null
Falloff NodeUse an input node to control the transformation values of the falloff.Null
Generated WeightmapAdd a weightmap to vary the strength of the deformer across the surface.Generate Weightmap
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