GeoUVProject
The GeoUVProject node modifies or creates texture coordinates on a mesh using a projection from a Camera or an Axis node. If the object already has UV coordinates, this node replaces them. This simple example shows a CheckerBoard material projected onto a bunny using a Camera node to position the material.
Tip: GeoUVProject's classic 3D system equivalent is the UVProject node.
Inputs and Controls
Connection Type |
Connection Name |
Function |
Input |
axis/cam |
The Axis or Camera node controlling the projection attributes. |
unnamed |
The previous stage in the scene you want to affect. |
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
GeoUVProject |
|||
Mask |
mask_patterns |
{lastmodified} |
Specifies the mask pattern to match the prim names to affect. The default mask, {lastmodified}, applies the effect to whatever was changed by the previous node. A simple way to think of it is that {lastmodified} affects the node above. You can use standard glob-style variables, such as /*, to create masks or use individual prim names separated by spaces. For example, /GeoCube 1 /GeoCard3 applies the effect to only those prims. Tip: You can also use the cog menu, the Viewer picker, or drag and drop paths from the Scene Graph to create masks. |
Projection |
projection |
Perspective |
Sets the projection type for rendered objects. Usually, it’s best to select a type that’s close to the object’s surface shape. • Off • Perspective • Planar • Spherical • Cylindrical Note: When Projection is set to off, the GeoUVProject node is essentially disabled. |
Plane |
plane |
XY |
Sets the projection direction to project the texture image along axes: • XY • YZ • ZX Note: This dropdown menu is only available if you selected planar as the projection type. |
Project On |
project_on |
Both |
Sets which surfaces of a 3D object the projection falls on through the camera: • Both • Front • Back |
View Frustum Culling |
frustum_culling |
off |
When enabled, the GeoUVProject node affects only the vertices inside the camera view frustum. Any vertices outside the view frustum are not affected and they retain their original uv coordinates. |
Invert U |
u_invert |
off |
When enabled, the u coordinates are inverted on the horizontal axis. |
Invert V |
v_invert |
off |
When enabled, the v coordinates are inverted on the vertical axis. |
U Scale |
u_scale |
1 |
Stretches or squashes the texture on the horizontal axis. |
V Scale |
v_scale |
1 |
Stretches or squashes the texture on the vertical axis. |
Attribute Name |
uv_attrib_name |
primvars:st |
Specifies the name of the attribute to use for the UV coordinates of the upstream geometry. If your geometry has more than one set of UV coordinates, you can choose the attribute that suits the projection type. |
Generate Perspective |
generate_w |
off |
When enabled, GeoUVProject generates an stw attribute that adds a perspective component w to the UV coordinates. |
W Attribute Name |
uvw_attrib_name |
primvars:stw |
When Generate Perspective is enabled, W Attribute Name specifies the name of the attribute to use for the perspective UV coordinates of the upstream geometry. If your geometry has more than one set of UV coordinates, you can choose the attribute that suits the projection type. |
Reference Frame | |||
Use Reference Frame | use_reference_frame | If on the projection will be applied at the reference frame only. | |
Reference Frame | reference_frame | The reference frame for the projection. The projection is performed at this frame and the UVs will be used for all other frames. This allows a projection to be stuck to a changing geometry. | |
Animation Menu | animation_menu | Allows you to view animation keys and modify them. | |
Set to Current Frame | set_to_current_frame | Set the reference frame to the current frame. |