Notch Notch
Manual 1.0 Manual 0.9.23
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Generate UVs

Generate UVs

Updated: 13 Aug 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.

Parameters

ParameterDetails
Position XThe shader’s position along the local x-axis.
Position YThe shader’s position along the local y-axis.
Position ZThe shader’s position along the local z-axis.
Rotation HeadingThe shader’s rotation around the local y-axis.
Rotation PitchThe shader’s rotation around the local x-axis.
Rotation BankThe shader’s rotation around the local z-axis.
Scale XThe shader’s scale along the local x-axis.
Scale YThe shader’s scale along the local y-axis.
Scale ZThe shader’s scale along the local z-axis.
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
Source ChannelThe input position channel.
  • World Position : The position of each vertex relative to the scene world space.
  • Object Local Position : The position of each vertex relative to the objects local space.
  • Texture Coordinate : The initial source UV co-ordinates.
Mapping TypeWhat 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 XScale the shader’s UV along the X axis.
UV Scale YScale the shader’s UV along the Y axis.
UV Offset XMove the shader’s UV along the X axis.
UV Offset YMove the shader’s UV along the Y axis.
Preview In ViewportPreview 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