Texture Space Generator
 
 
 

| Render Tree Usage

Category: Texture Space Generators

Shader Family: Texture

Output: Vector

Returns a texture vector derived from an orthographic projection or a non-orthographic projection, or it simply returns a numbered texture space. It can also base its calculations on object, camera, world, or screen space.

Name

The shader's name. Enter any name you like, or leave the default.

Texture Space

Object Selection: When multiple objects are selected, defines whether changes are applied to all objects or a specific one. This control updates automatically as you select objects in the scene, as long as the property editor is not locked.

Property Selection: Lets you choose a Texture Support to use. If no texture support has been defined, you can create one by clicking New. If a texture projection is already defined, you can edit it by clicking Edit.

Projection Method

Defines how the image will be projected on the object(s).

Disabled:

UV: Projects the texture along the U and V.

XY: Projects the texture on X and Y coordinates only.

XZ: Projects the texture on X and Z coordinates only.

YZ: Projects the texture on Y and Z coordinates only.

Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion.

Cylindrical: Projects the texture as though it is a cylinder wrapped around an object.

Lollipop: Similar to spherical but the texture is more "pinched" at the poles.

Space Transformation

Unchanged: As is.

Object: The texture is mapped according to the object's center (0,0 coordinate), and the texture will move with the object.

World Space: The texture is mapped to the scene's 0,0 coordinates. The texture will remain stable, even if objects move, as though the object is "swimming" in a texture. As long as the object does not move, the texture will remain constant.

Camera Space: The texture is mapped relative to the camera's center. In this coordinate system, the camera is the center of the "world," with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture will move with the camera and will be affected by any scaling, rotation and translation.

Screen Space: The texture is centered onto the camera, projected like World Space, but the Z value is set to 0.

Light: The texture is centered onto a light, projected like World Space.

Triangle Intersection

At Intersection Point: The shader will use the coordinates where the ray hits the triangle to calculate the texture space.

Vertex 1, 2, 3: Will return the coordinates at the selected vertex of the triangle. For example, set to vertex 1, on a normally textured object, will lead to the same UV coordinate being used over the entire triangle.

Render Tree Usage

Use this shader to control the Coordinates parameter of a Texture Generator shader or Texture Space Controller shader.