Notch Notch
Manual 1.0 Manual 0.9.23
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Generate UVs

Generate UVs

Updated: 5 Sep 2025

Generates shading data based on UV Coordinates.

Method #

This node allow you to create and generate UV co-ordinates. A typical use would be as an input for the Texture Sampler shading node, allowing you to adjust your texture using an assortment of generation methods.

Shading nodes are applied to material texture channels to generate textures procedurally while rendering.

Parameters

ParameterDetails
Position X The shader’s position along the local x-axis.
Position Y The shader’s position along the local y-axis.
Position Z The shader’s position along the local z-axis.
Rotation Heading The shader’s rotation around the local y-axis.
Rotation Pitch The shader’s rotation around the local x-axis.
Rotation Bank The shader’s rotation around the local z-axis.
Scale X The shader’s scale along the local x-axis.
Scale Y The shader’s scale along the local y-axis.
Scale Z The shader’s scale along the local z-axis.
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
Source Channel The input position channel.
  • World Position : The shader is generated in world space.
  • Object Local Position : The shader is generated relative to the object.
  • Texture Coordinate : The shader is generated in UV space, and mapped using the object’s UV’s.
Mapping Type What kind of mapping is to be applied.
  • Original UVs : 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.
  • Screen Coords : The map is generated using screen co-ordinates.
  • Spherical Environment Map : The map is generated with an environment map warping.
UV Scale X Scale the shader’s UV along the X axis.
UV Scale Y Scale the shader’s UV along the Y axis.
UV Offset X Move the shader’s UV along the X axis.
UV Offset Y Move the shader’s UV along the Y axis.
Preview In Viewport Preview the generated shader as an overlay in the viewport.

Inputs

NameDescriptionTypical Input
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