UVTile

When projecting textures onto an object, use the UVTile node to modify the coordinates of a given UV (or UDIM) patch and adjust the behavior of individual patches.

Inputs and Controls

Connection Type

Connection Name

Function

Input

unnamed

The Read node with the UV (or UDIM) patch whose coordinates or behavior you want to adjust.

Control (UI)

Knob (Scripting)

Default Value

Function

UVTile Tab

udim

udim

1001

The patch’s UDIM coordinates. Enter an alternative UDIM value here to offset the given patch to that point. Check enable to adjust the value here.

UDIM is a numbering scheme that identifies the first texture that’s applied to the (0,0) - (1,1) region as 1001, with numbers increasing by one for each texture in the U direction, and by ten for each texture in the V direction.

enable

udim_enable

disabled

Check to enable the UDIM numbering scheme. Checking this disables the u and v fields.

u

tile_u

0

The patch’s u coordinate in UV space. Enter a value here to offset the given patch to that point.

v

tile_v

0

The patch’s v coordinate in UV space. Enter a value here to offset the given patch to that point.

wrap mode

wrap_u

clamp

Sets how existing patches are used to fill in the areas on the u axis where unique textures are not present:

clamp - Patch edges are stretched indefinitely.

repeat - Patches are tiled repeatedly.

mirror - Patches are mirrored repeatedly.

wrap_v

clamp

Sets how existing patches are used to fill in the areas on the v axis where unique textures are not present:

clamp - Patch edges are stretched indefinitely.

repeat - Patches are tiled repeatedly.

mirror - Patches are mirrored repeatedly.

translate

translate

0, 0

Translates the entire UV grid map on the x and y axes.

scale

scale

1

Scales the width and height of the UV grid map.