| Advanced | Render Tree Usage | Polkadot
Takes an input image and maps it over the surface of an object using a defined (implicit) projection method. The parameters can also be disabled to produce an explicit texturing space.
This shader can be used as a texture, shadow, or light shader.
Once you apply the texture onto the geometry, select the texture shader node and use the manipulator (B key) to position or scale the texture on the surface. This shader is normally output to the diffuse input of a surface shader, but it can also be connected to another input (volume, shadow, etc.), for example to drive the transparency.
Selects the texture projection to use. See Specifying a Texture Projection [Texturing].
Use this shader whenever you wish to use an image clip in a render tree. Only one image clip can be defined per image shader. To blend several images, you can connect them to a Mix 8 Colors shader.
The image shader can be connected to any color input, whether it be a Surface input, an Image Processing shader, a Mixer shader, or an Environment shader to create an environment map.
On a surface shader, you can use a different image shader to define a separate texture for the Diffuse, Specular, Reflection (to create a reflection map), Transparency (to create a transparency map), etc.