Texture Projection Definition Property Editor


Scales, rotates, and translates a texture's projection. You can also define the projection's name and its wrapping method.

To Display: Press the (Texture Space) Edit button from within a texture shader's property editor.


Names the texture projection.

UVW Transformation

Any modifications made to the texture projection using the J key will be reflected in this property page. The Scale, Rotate, and Translate options use the bottom-left corner of a picture file as the pivot.

Scaling U, V, W

Scales the texture projection on its support.

Rotation U, V, W

Rotates the texture projection on its support.

Translation U, V, W

Translates the texture projection on its support.


Resets the UVW transformation values to their defaults. Useful when you want to undo several transformations.


Bakes the texture projection's UVW transformations into its UV coordinates (editable in the Texture Editor). However, it keeps the relation with the texture support object — in this respect, it is different from freezing the projection directly, which removes the support and collapses all texturing operators.

See "Freezing" Texture Projection Transformations [Texturing].



No Wrapping


Wrap in U


Wrap in V


Wrap in U and V

U, V, W

Repeats the texture in the corresponding direction beyond the extent of the projection.

The values set here are visible only in a rendered image. To get a texture to not wrap when you display it in a 3D view, you need to set its clamp/repeat options in the object's Material node property editor — see Material Node Property Editor.

Seam U, V

Identifies whether the corresponding sides of a frozen texture projection are supposed to be joined. For example, a cylindrical projection should have Seam U checked.

These parameters appear only when you freeze a texture projection. The correct options should be checked automatically, depending on the type of projection. These options are mainly useful for correcting artefacts at the seams of frozen projections in scenes created in previous versions of Softimage.

Implicit Texturing

UV Generation

Explicit: Uses explicit UV coordinates. You can edit these in the texture editor.

Implicit: Projects based on a mathermatical formula without editable UV coordinates. When this option is selected, the additional optioans below are available.


Defines the projection's coordinates. Usually, you will define a texture coordinate at the Intersection Point; i.e., where the ray hits the surface. However, mental ray allows you to use other data as well. You can use the current surface orientation (surface normal). This uses the surface's direction to compute the projection.

Triangle Intersection

When set to Intersection Point, Softimage will use the Coordinate parameter (as described above) where the ray hits the triangle. If you set the Triangle Intersection to vertex 1, 2, or 3, it will return the coordinate at the vertex of the triangle. Set to vertex 1, on a normally textured object, will lead to the same UV coordinate being used over the entire triangle.

Space Transformation

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