User Manual

Table Of Contents
Texture [Txr]
The Texture node
Texture Node Introduction
The Texture node controls the texture mapping of elements in a rendered image. The Texture
node relies on the presence of U and V Map channels in a 3D-rendered image connected to
the main Image input. If these channels are not present, this node has no effect.
NOTE: Background pixels may have U and V values of 0.0, which set those pixels to
the color of the texture’s corner pixel. To restrict texturing to specific objects, use an
effect mask based on the Alpha of the object or its Object or Material ID channel.
Inputs
The Texture node includes three inputs: one for the main image with UV map channels, one for
a texture map image, and another for an effect mask to limit the area where the replace texture
is applied.
Input: This orange input accepts a 2D image that includes UV channels. If the UV
channels are not in the images, this node has no effect.
Texture: The green texture map input provides the texture that is wrapped around
objects, replacing the current texture.
Effect Mask: The optional blue effect mask input accepts a mask shape created
by polylines, basic primitive shapes, paint strokes, or bitmaps from other tools.
Connecting a mask to this input limits the texture to only those pixels within the
mask. An effects mask is applied to the tool after the tool is processed.
Basic Node Setup
The Texture node is inserted after a 2D image that contains a Texture UV channel. Below, a
Renderer 3D is used to add texture coordinates to 3D text. The Texture node can then be used
to manipulate those coordinates using a new texture connected to the green texture input.
A Texture node used to manipulate the texture coordinates
and add texture to a Text 3D node
Chapter – 87 Deep Pixel Nodes 1933