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General Utilities

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            Projection
          
       
       
       
       
      Turns
         any 2d texture into a 3d texture you can place on the surface using
         one of the available projection types. Use to adjust the texture
         placement on the surface.
      
      Find this utility in the Create
            Bar (see 
                  Hide, resize or customize the Create bar).
      
      To use this utility, see 
                  Use the Projection utility.
      
         - Interactive Placement
- 
            
               Displays
                  the Projection manipulators in
                  the scene view. 
                TipUse  Fit To BBoxto
                     center the manipulator around the object. 
 
Using these manipulators in combination with Maya’s
                  transform tools, you can orient and position the texture map in
                  three dimensions. The manipulators for texture mapping are exactly
                  the same as those used for texturing polygons. See the 
                           Polygon modeling overview in
                  the Polygonal Modeling guide for details.
                NoteIf no place3dTexture node exists, Maya displays
                     the following alert box: Click the Create a placement node button
                        to create the place3dTexture node.
                      
 
 
- Fit To BBox
- 
            
               The texture map
                  coincides with the bounding box of the mapped object or set. See
                  also 
                           Interactive Placement.
                
 
Proj Type
         Select
            a projection type from the drop-down list to display seven projection
            manipulators.
         
         
            - Off
- 
               
            
- Planar
- 
               
                  Default Proj
                        Type. Places the texture on a planar surface and projects
                     it onto the object.
                   
 
- Spherical 
- 
               
                  Places
                     the texture inside a sphere and projects it onto the object.
                   
 
- Cylindrical
- 
               
                  Places
                     the texture inside a cylinder and projects it onto the object.
                   
 
- Ball
- 
               
                  Places the
                     texture inside a ball and projects it onto the object. For example,
                     Maya projects the texture as if a candy wrapper is pulled around
                     a lollipop. There is one pinch point to the mapping at the -z-pole,
                     as opposed to the two pinch points at the +y and -y poles in spherical and
                     cylindrical mapping.
                   
 
- Cubic
- 
               
                  Defines the
                     projection surface as a box. Maya places images on each plane and
                     projects them onto the object. 
                   
 
- Triplanar
- 
               
                  Extrudes
                     the texture along the axis defined by the maximum direction of the
                     surface normal. The texture is projected much like fabric pulled around
                     an arc. 
                   
 
- Concentric
- 
               
                  Projects
                     a vertical slice of the texture from the inside to the outside edge
                     of the voxel. The vertical slice used is randomly chosen for each voxel.
                     A voxel is a 3D version of a rectangle—a voxel grid is
                     a series of 3D cubes that line up to form a bigger cube.
                   
 
- Perspective
- 
               
                  Integrates
                     3D elements with a background image or a live action sequence.
                   
 
Examples
         
         You have a background sequence with a vase on
            a table you want to blow up. It can be difficult to produce a parametric
            or solid texture map that exactly matches the vase, but if you use
            the Perspective Proj Type, you
            can project the real image of the vase from the background sequence
            onto a 3D vase placed in a matching position. This allows a perfect
            match of textures from the camera’s point of view.
         
         You want to place a 3D flying saucer within
            an image of a street scene. The image of the street scene should
            accurately reflect onto the flying saucer. You could do this with
            an environment texture, but that would require that you have other
            images available—if you use the Perspective Proj Type,
            you can project the image of the street scene onto stand-in geometry.
            The image projected onto the stand-in geometry accurately reflects
            onto the flying saucer.
         
         
            - Image
- 
               
                  The
                     2D texture to be used as a map. 
                   TipTo undo a mapping, in the Attribute
                           Editor, right-click while the cursor is over the attribute’s name
                        and select Break Connection from the pop-up
                        menu.
                      
 
- U angle
- 
               
                  For spherical and cylindrical
                        mapping only. Changes the U angle.
                   
 
- V angle
- 
               
                  For spherical mapping only.
                     Changes the V angle.
                   
 
Camera Projection Attributes
         Control
            a Projection node when the Proj Type is 
                     Perspective.
         
         
            - Link To Camera
- 
               
                  The drop-down
                     list contains a list of the perspective cameras in the scene. Choose
                     the camera from which you want to project the image.
                   
 
Fit Type
            Controls how the texture fits to the
               camera when Proj Type is 
                        Perspective.
               Select from the following:
            
            
               - None
- 
                  
                     The image is not squeezed or stretched to fit. One
                        of its axes (determined by the Fit Fill setting)
                        fits to the film gate, and the other resizes appropriately. 
                      
 
- Match Camera Film Gate
- 
                  
                     Squeezes the image to fit the film gate. 
                      
 
- Match Camera Resolution
- 
                  
                     If you use this to match a backdrop, match these settings
                        to the settings in the Image Plane. Usually,
                        the image plane is the same size as the rendered image. If so, use
                        the Match Camera Resolution setting. 
                      
 
            - Fit Fill
- 
               
                  Only available if Proj
                        Type is Perspective and Fit Type is None.
                     If the image plane aspect ratio is not the same as the film gate
                     aspect ratio, this attribute decides which axis of the image is
                     fit to the film gate.
                   
 
Noise Attributes
         Controls
            the amount of fractal noise added to a Projection node.
            (Adding fractal noise randomizes or blurs the texture).
         
         
            - Amplitude X/Amplitude Y
- 
               
                  Scales
                     the amount of fractal noise added to the projection in the X or
                     Y direction. When Amplitude X and Amplitude
                        Y are 0, no fractal noise is added. 
                   
 
- Ratio
- 
               
                  Controls
                     the frequency of fractal noise. Increase this value to increase
                     the fineness of detail. 
                   
 
- Ripples
- 
               
                  Determines how wavy the projected
                     image is when projected, but controls the scale of the frequency
                     of any fractal noise added to the texture. If increased in any direction,
                     the fractal detail seems to smear out in that direction. 
                   
 
Recursion Depth
         
            - Depth
- 
               
                  Controls
                     the amount of calculation done by the texture when Ripples are
                     added. Fractal noise such as ripples are created by a mathematical process;
                     as the process goes over more levels, it produces a more detailed
                     fractal, but takes longer. Normally, the texture chooses a level appropriate
                     for the volume rendered. You can use Depth Min and Depth
                        Max to control the minimum and maximum amount of calculation.