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Place2dTexture is a utility node that controls how a 2d texture is placed onto an object. Normally a Place2dTexture node is created automatically by the system when you texture-map an attribute using a 2d texture. (The Out UV attribute of this node is connected to the uvCoord attribute of the texture node, and the outUVFilterSize attribute of this node is connected to the uvFilterSize attribute of the texture node.)

2d textures are placed on a surface using the surface's UV coordinates. (These coordinates are implicit in NURBS surfaces, but they must be assigned explicitly to polygonal objects.) The Place2dTexture node defines a texture frame, which is a rectangular area on a surface (in the UV coordinate space) in which the texture will appear. You can control the position, size, and rotation of this frame on the surface using the Coverage, Translate Frame and Rotate Frame attributes. You can controls how the texture is tiled within the frame using the Repeat UV, Rotate UV, Offset, Mirror, Stagger, and Wrap atttributes. These are all explained below. In the table below, important attributes have their names listed in bold in the description column.

This node is MP safe

Node name Parents Classification MFn type Compatible function sets
place2dTexture dependNode
utility/general/placement/2d kPlace2dTexture kBase
kNamedObject
kDependencyNode
kPlace2dTexture

Related nodes

layeredTexture, envCube, envSphere, envSky, envBall, envChrome, bump3d, uvChooser, bump2d, texture2d, ramp, file, cloth, water, stencil, checker, fractal, bulge, grid, mountain, texture3d, projection, cloud, granite, crater, leather, stucco, brownian, solidFractal, marble, wood, rock, snow, defaultTextureList, place3dTexture

Attributes (49)

coverage, coverageU, coverageV, doTransform, fast, mirrorU, mirrorV, noiseU, noiseUV, noiseV, offset, offsetU, offsetV, outU, outUV, outUvFilterSize, outUvFilterSizeX, outUvFilterSizeY, outV, repeatU, repeatUV, repeatV, rotateFrame, rotateUV, stagger, translateFrame, translateFrameU, translateFrameV, uCoord, uvCoord, uvFilterSize, uvFilterSizeX, uvFilterSizeY, vCoord, vertexCameraOne, vertexCameraOneX, vertexCameraOneY, vertexCameraOneZ, vertexUvOne, vertexUvOneU, vertexUvOneV, vertexUvThree, vertexUvThreeU, vertexUvThreeV, vertexUvTwo, vertexUvTwoU, vertexUvTwoV, wrapU, wrapV

Long name (short name) Type Default Flags
uvCoord (uv) float2 0.0, 0.0 outputinputconnectablehidden
The UV coords of the current sample point
uCoord (u) float 0.0 outputinputconnectablehidden
The u component of the current sample position
vCoord (v) float 0.0 outputinputconnectablehidden
The v component of the current sample position
vertexUvOne (vt1) float2 outputinputconnectablestorablehidden
Triangle s first vertex, in texture space
vertexUvOneU (t1u) float 0.0 outputinputconnectablestorablehidden
X component of aVertexUvOne
vertexUvOneV (t1v) float 0.0 outputinputconnectablestorablehidden
Y component of aVertexUvOne
vertexUvTwo (vt2) float2 outputinputconnectablestorablehidden
Triangle s second vertex, in texture space
vertexUvTwoU (t2u) float 0.0 outputinputconnectablestorablehidden
X component of aVertexUvTwo
vertexUvTwoV (t2v) float 0.0 outputinputconnectablestorablehidden
Y component of aVertexUvTwo
vertexUvThree (vt3) float2 outputinputconnectablestorablehidden
Triangle s third vertex, in texture space
vertexUvThreeU (t3u) float 0.0 outputinputconnectablestorablehidden
X component of aVertexUvThree
vertexUvThreeV (t3v) float 0.0 outputinputconnectablestorablehidden
Y component of aVertexUvThree
vertexCameraOne (vc1) float3 outputinputconnectablestorablehidden
Triangle s first vertex, in camera space
vertexCameraOneX (c1x) float 0.0 outputinputconnectablestorablehidden
X component of aVertexCameraOne
vertexCameraOneY (c1y) float 0.0 outputinputconnectablestorablehidden
Y component of aVertexCameraOne
vertexCameraOneZ (c1z) float 0.0 outputinputconnectablestorablehidden
Z component of aVertexCameraOne
uvFilterSize (fs) float2 0.0, 0.0 outputinputconnectablehidden
The current sample size that has to be shaded
uvFilterSizeX (fsx) float 0.0 outputinputconnectablehidden
The x component of the current sample position
uvFilterSizeY (fsy) float 0.0 outputinputconnectablehidden
The y component of the current sample position
coverage (c) float2 1.0, 1.0 outputinputconnectablestorable
UV Coverage controls how much of the surface will be covered by the texture frame. Its default values, (1 and 1) will cover the entire surface. Reduce these values to shrink the texture frame. For example, if you set Coverage U to 0.5, then the texture frame will only cover half the surface in the U direction.
coverageU (cu) float 0.0 outputinputconnectablestorablekeyable
Coverage U controls how much of the surface's U-direction will be covered by the texture.
coverageV (cv) float 0.0 outputinputconnectablestorablekeyable
Coverage V controls how much of the surface's V-direction will be covered by the texture.
translateFrame (tf) float2 0.0, 0.0 outputinputconnectablestorable
Translate Frame controls the position of the texture frame, relative to the UV origin of the surface. (That is, the corner of the surface where U and V are zero). Increase these values to move the texture frame away from the corner. If you set Translate Frame U to 0.5, the texture frame will be shifted half-way along the surface.
translateFrameU (tfu) float 0.0 outputinputconnectablestorablekeyable
Translate Frame U controls the U-position of the texture frame. (see above)
translateFrameV (tfv) float 0.0 outputinputconnectablestorablekeyable
Translate Frame V controls the V-position of the texture frame. (see above)
rotateFrame (rf) angle (double) 0.0deg outputinputconnectablestorablekeyable
Rotate Frame controls how much the texture frame is rotated relative to the surface.
mirrorU (mu) bool false outputinputconnectablestorablekeyable
MirrorU controls how texture tiles are placed beside each other. When MirrorU is turned on, then each copy of the texture will be the mirror image of the ones on the U sides of it, with their shared edge being the (V) axis of reflection.
MirrorU OFF:
|       **  **  **
|       *   *   *
|
|       **  **  **
|       *   *   *
MirrorU ON:
|      *    *  *
|      **  **  **
|
|      *    *  *
|      **  **  **
Textures are tiled when Repeat U or Repeat V is greater than 1.
mirrorV (mv) bool false outputinputconnectablestorablekeyable
MirrorV controls how texture tiles are placed beside each other. When MirrorV is turned on, then each copy of the texture will be the mirror image of the ones on all V sides of it, with their shared edge being the (U) axis of reflection.
MirrorV OFF:
|       **  **  **
|       *   *   *
|
|       **  **  **
|       *   *   *
MirrorV ON:
|      **  **  **
|      *   *   *
|
|      *   *   *
|      **  **  **
Textures are tiled when Repeat U or Repeat V is greater than 1.
stagger (s) bool false outputinputconnectablestorablekeyable
Stagger controls how rows of texture tiles are placed beside each other. When Stagger is turned on, then every other row of texture tiles is offset by one-half its width, like rows of bricks in a brick wall.
Stagger OFF:
|       **  **  **
|       *   *   *
|
|       **  **  **
|       *   *   *
Stagger ON:
|       **  **  **
|       *   *   *
|
|         **  **  **
|         *   *   *
Textures are tiled when Repeat U or Repeat V is greater than 1.
wrapU (wu) bool true outputinputconnectablestorablekeyable
Wrap U controls whether or not the texture will "wrap around" in the U direction. For example, say you increase the value of Translate Frame U enough to push part of the texture frame right off the surface. If Wrap U is turned off, then that part of the texture will be cut off and lost. If Wrap U is turned on, then that part of the texture will be wrapped around to the other end of the surface. When you are bump mapping with the default full coverage, it is best to turn off Wrap U and Wrap V to avoid wrap-around effects on the bump. You should also turn on Adjust Edges in the Bump2d node.
wrapV (wv) bool true outputinputconnectablestorablekeyable
Wrap V controls whether or not the texture will "wrap around" in the V direction. For example, say you increase the value of Translate Frame V enough to push part of the texture frame right off the surface. If Wrap V is turned off, then that part of the texture will be cut off and lost. If Wrap V is turned on, then that part of the texture will be wrapped around to the other end of the surface. When you are bump mapping with the default full coverage, it is best to turn off Wrap U and Wrap V to avoid wrap-around effects on the bump. You should also turn on Adjust Edges in the Bump2d node.
repeatUV (re) float2 1.0, 1.0 outputinputconnectablestorable
RepeatUV controls how many times the basic texture is repeated (tiled) within the texture frame.
repeatU (reu) float 0.0 outputinputconnectablestorablekeyable
Repeat U controls how many times the besic texture is repeated in the U direction.
repeatV (rev) float 0.0 outputinputconnectablestorablekeyable
Repeat V controls how many times the besic texture is repeated in the V direction.
offset (of) float2 0.0, 0.0 outputinputconnectablestorable
Offset controls the position of the texture tiles within the texture frame. If it is set to 0, 0, then the starting edge of the first texture tile will line up exactly with the starting edge of the frame. if it is set to 0.5, then the half-way point of the first texture tile will be positioned at start edge of the texture frame.
offsetU (ofu) float 0.0 outputinputconnectablestorablekeyable
Offset U is the U component of Offset.
offsetV (ofv) float 0.0 outputinputconnectablestorablekeyable
Offset V is the V component of Offset.
rotateUV (r) angle (double) 0.0deg outputinputconnectablestorablekeyable
Rotate UV controls how much the texture is rotated within the texture frame. (The frame itself is not rotated. To rotate the frame, use the Rotate Frame attribute instead).
noiseUV (n) float2 0.0, 0.0 outputinputconnectablestorable
The 2D noise for U and V
noiseU (nu) float 0.0 outputinputconnectablestorablekeyable
The U noise
noiseV (nv) float 0.0 outputinputconnectablestorablekeyable
The V noise
fast (fa) bool false outputinputconnectablestorable
Fast is an optimation you can use under certain rare circumstances to speed up calculation in this node. It will only work if Coverage and Repeat is 1, all the translates, rotates, and offsets are 0 and Mirror, Stagger, and Wrap are all turned off. If you are unsure about using this, it is best to just leave it turned off.
outUV (o) float2 0.0, 0.0 outputconnectable
Out UV: This attribute should be connected to the UV Coord attribute of the 2d texture being placed.
outU (ou) float 0.0 outputconnectable
The U component of OutUV
outV (ov) float 0.0 outputconnectable
The V component of OutUV
outUvFilterSize (ofs) float2 0.0, 0.0 outputconnectable
Out UV Filter Size: This attribute should be connected to the UV Filter Size attribute of the 2d texture being placed.
outUvFilterSizeX (ofsx) float 0.0 outputconnectable
The x component of Out UV Filter Size
outUvFilterSizeY (ofsy) float 0.0 outputconnectable
The y component of Out UV Filter Size
doTransform (do) bool true outputconnectablehidden
This output tells if the transformations must be applied