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_clip_enable | on | Clip projection closer than the near-plane distance. Input camera projection near plane is used. |
|
|
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. |