Project3DShader

The Project3DShader node projects an input image through a camera that you can bind to a prim using the GeoBindMaterial node or the mat input, if the prim has one.

To learn more about the workflow, see Project3DShader: Projecting Textures.

Tip:  Project3DShader's classic 3D system equivalent is the Project3D node.

Inputs and Controls

Connection Type

Connection Name

Function

Input

cam

The Camera node controlling the projection attributes.

unnamed

The 2D image of the material you want to project.

Control (UI)

Knob (Scripting)

Default Value

Function

Project3DShader

Project On

project_on

both

Controls whether the image is projected on the front facing, back facing, or both polygons. Visibility of the point being projected on. Note this is both visibility to the projection camera and visibility of the surface’s ‘viewing angle’, where this angle may be from a reflected object and not just the render camera.

Crop To Format

crop

on

When enabled, the input image is cropped at the edge of the camera frustum.

When disabled, the last pixels of the 2D material within the camera frustum are extended to cover the prim.

Near Plane Clip near_clip_enable on Clip projection closer than the near-plane distance. Input camera projection near plane is used.
Far Plane Clip far_clip_enable on Clip projection farther than the far-plane distance. Input camera projection far plane is used.

Occlusion Mode

occlusion_mode

none

Sets the ray casting projection occlusion test mode:

none - occlusion testing is disabled.

self - only the geometry to which this shader is bound can occlude the projection.

world - any geometry in the scene can occlude the projection.