The UVW Mapping node is used, combined with aBitmap 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
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Uvw Channel Tex – Input 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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UV
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Properties
UVLayer – Specifies the name of the UV channel that should be used.
Repeat U/V– Multiplier for the U or V values.
Offset U/V– 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.
Wrap U/V– When enabled, U or V values outside the [0;1] range wrap back to [0;1].
Placement
Coverage U/v– 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 wrap, coverage, clamp).
Rotate Frame– Rotates the frame after applying UV noise
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Mirror U/V– When enabled, every other tile outside the [0;1] range is mirrored in U or V.
Wrap U/V– When enabled, U or V values outside the [0;1] range wrap back to [0;1]
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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.
Repeat
Noise U/V–
Multiplier for
Noise magnitude multiplier in the U or V
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Offset U/V– Offset is added to the U or V values before mirroring (after wrap, coverage, clamp).
Rotate UV– Rotates the UVs after mirroring.
Noise U/V– Noise magnitude multiplier in the U or V direction.
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Projection
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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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Projection
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 thenegative Zaxis. Spherical– The input texture is projected from an imaginary spherical surface. Additional control over the projection is provided through theU AngleandV Angleparameters. Cylindrical– The input texture is projected from an imaginary cylindrical surface. Additional control over the projection is provided through theU Angleparameter. Cubic–The input texture is projected inwards towards the surface, from all six sides of an imaginary box. Triplanar– The equivalent of threePlanarprojections, 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 theProjection Cameraparameter.
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 theSphericalandCylindricalprojection 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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Object
This mode has no editable properties.
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UVW Transform –
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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Environment
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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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Environment
Mapping Type – Determines how the texture is mapped:
angular cubic
spherical
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
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.