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This page provides information about the UVW Mapping texture in V-Ray for Blender.


Overview

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The UVW Mapping node is used, combined with a Bitmap node, and specifies which UV channel of the loaded texture is read.

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Click CTRL + H to expand all the hidden input ports of V-Ray nodes. Not all V-Ray input ports are exposed, to save space, but if you need a specific port that is not visible, use this shortcut to show all of them

Uvw Channel TexInput socket for the UVW mapping channel of the connected Bitmap texture. Note that the first possible index of the UVW Channel is -1.

Uvwgen  Allows a UWV modifier to be attached to determine the UVW placement of the texture

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Properties and Input Sockets

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Layer – 

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Properties


UV Layer – Specifies the name of the UV channel that should be used.

Repeat

Clamp Coverage U

U/V

– 

 Multiplier for the U

values are remapped to 1.0

or V values.

Coverage

Offset U/V 

V values are remapped to 1.0

Offset is added to the U or V values before mirroring (after wrap, coverage, clamp).

Rotate UV – Rotates the UVs after mirroring.

Mirror U/V – When enabled, every other tile outside the [0;1] range is mirrored in U or V.

Mirror

Wrap U/V – When enabled,

every other tile

U or V values outside the [0;1] range

is mirrored in V

wrap back to [0;1].

Noise

Coverage U/v 

Noise magnitude multiplier in U direction.

Nose V – Noise magnitude multiplier in V direction.

Nsamples – Sets the number of UVW transform samples.

Offset U – Offset is added to U before mirroring (after wrap, coverage, clamp).

U or V values are remapped to 1.0.

Translate U/V – Translates the frame in the U or V direction after applying rotate_frame (and before

Offset V – Offset is added to V before mirroring (after

wrap, coverage, clamp).

Repeat U – Multiplier for U values.

Repeat V – Multiplier for V values.

Rotate Frame – Rotates the frame after applying UV noise.

Rotate Uv – Rotates the UVs after mirroring

Clamp U/V – Specifies the clamped UVW coordinates of the point being shaded.

Stagger – When enabled, tiles in the V direction add +0.5 to the U value for a 'staggering' effect.

Translate Frame

Noise U/V 

Translates the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp).

Translate Frame V – Translates the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp).

Uv Set NameThe name of the UV channel that is used.

Uvw Channel – 

Wrap U – When enabled, U values outside the [0;1] range wrap back to [0;1].

Wrap V – When enabled, V values outside the [0;1] range wrap back to [0;1].

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Type – Specifies how the texture image is projected onto the object:

Flat
Triplanar
Camera Mapping
Spherical
Cylindrical
Cubic

Fitfill

Fittype

U AngleU Angle – Specifies the U Angle when the Type is set to Cinema 4D Spherical or Cinema 4D Cylindrical.

Film Gate W – 

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Uvw Transform – 

Duvw Scale – 

Noise magnitude multiplier in the U or V direction.

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Input Sockets


UVW Transform – This slot allows you to connect a Mapping node (UVW Mapping, UWV Randomizer) to adjust the UWVs of the texture before any other transformations are calculated (Wrap, Crop, etc.).

Tex Transform – This slot allows you to connect a Mapping node (UVW Mapping, UWV Randomizer) to apply  UWV adjustments after any other transformations are calculated (Wrap, Crop, etc.).

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Properties


Type – Specifies the type of projection mapping to use from the following:

None – No UV coordinates for projection are generated. The expected result is for pixel color at the (0, 0) coordinates of the input texture to be sampled and applied uniformly across the entire shaded surface.
Planar – The input texture is projected from an imaginary planar surface, facing towards the negative Z axis.
Spherical – The input texture is projected from an imaginary spherical surface. Additional control over the projection is provided through the U Angle and V Angle parameters.
Cylindrical – The input texture is projected from an imaginary cylindrical surface. Additional control over the projection is provided through the U Angle parameter.
Cubic  The input texture is projected inwards towards the surface, from all six sides of an imaginary box.
Triplanar – The equivalent of three Planar projections, one for each axis. The benefit of this mapping type compared to the Cubic projection is that it produces uniformly-sized UV scaling, whereas the Cubic type produces distortions for very tall/slim/narrow objects (unless manually resolved by scaling the Cubic projection using a V-Ray Transform Matrix VOP).
Perspective – The input texture is projected towards the surface from the camera provided under the Projection Camera parameter.

Object Space – When enabled, the projection is applied in the object space of the currently shaded geometry. This means that object-level transformations applied over the node will affect the scale and/or orientation of the projection.

U/V Angle – Only used for the Spherical and Cylindrical projection mapping types. Provides control over the number of texture repetitions. 

Motion Blur Samples – Determines the number of geometry segments used to approximate motion blur. Objects are assumed to move linearly between geometry samples. For objects rotating at high speed, increase this parameter to get correct motion blur. Note that higher values increase memory consumption since more geometry copies are kept in memory. 



Mapping


Wrap U – Specifies if wrapping in the U direction is disabled (No Wrapping), if it Wraps around (Wrap), or if it tiles and mirrors itself (Mirror Tile).

Crop U – Enables or disables cropping in the U direction.

Wrap V – Specifies if wrapping in the V direction is disabled (No Wrapping), if it Wraps around (Wrap), or if it tiles and mirrors itself (Mirror Tile).

Crop V – Enables or disables cropping in the V direction.

Wrap W – Specifies if wrapping in the W direction is disabled (No Wrapping), or it Wraps around (Wrap), or if it tiles and mirrors itself (Mirror Tile).

Crop W – Enables or disables cropping in the W direction.

Use Additional Scale – When enabled, applies an additional scale factor for the texture derivative.

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This mode has no editable properties.


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Input Sockets


UVW Transform – This slot allows you to connect a Mapping node (UVW Mapping, UWV Randomizer) to adjust the UWVs of the texture.

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Input Sockets


UVW Transform – This slot allows you to connect a Mapping node (UVW Mapping, UWV Randomizer) to adjust the UWVs of the texture.

Environment Transform – This slot also accepts mapping data, but it is specifically added for environment mapping. Use this slot to connect any Mapping node, Transform, or Matrix and adjust (especially rotate) a Bitmap connected to the V-Ray Environment as a map.

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Uvw Matrix

Uvw Transform

Ground Position

Crop U/V/W – Crops the map on its U/V/W direction.

Duvw Scale – 

Ground on – 

Ground Radius – 

Mapping Type:

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Properties


Mapping Type – Determines how the texture is mapped:

angular
cubic
spherical – This Mapping Type imitates as if an infinite sphere surrounds your scene and is mapped with spherical mapping coordinates.
mirror_ball
screen
max_spherical
spherical_vray
max_cylindrical
max_shrink_wrap
max_world_xyz

Wrap U/ Wrap V/Wrap W – Wraps the map on its U

/

, V

/

, or W direction according to one of the following ways:

None

No wrapping

Tile
Mirror

Wrap 
Mirror tile

Crop U/V/W – Crops the map in its U/V/W direction.

DUVW Scale  – Specifies an additional scale factor for the texture derivatives.

Ground – Enables or disables the ground plane option.

Ground Radius – When Ground is enabled, this specifies the radius of the ground.

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