This node is meant to work in conjunction with PxrProjectionLayer but can be used as a general projection manifold. This manifold supports camera, spherical and cylindrical mapping. It encapsulates 2D parameterization for pattern generators and allows transformations and selection of arbitrary variables bound to primitives.
Select a projection:
- 0: Camera
- 1: Spherical
- 2: Cylindrical
Name of coordinate system transform (e.g. place3dTexture node in Maya).
You must set a coordinate system. This field can not be left empty.
Selects the positions you are going to project on.
- 0: P - NP is the current position and N the current normal
- 1: Pref - NrefUse this if your object if deforming and you want the projected texture to 'stick'. This relies on two primvars : __Pref and __Nref that should be present on the deforming geometry. In Maya, use the RenderMan > Primvars > Freeze menu to add them to the selected geometry.
- 2: WPref - WNrefThis will allow your projected texture to stick if the object is deforming AND transformed. It relies on __WPref and __WNref primvars. In Maya, use the RenderMan > Primvars > Freeze menu to add them to the selected geometry.
Restricts the projection to the points facing the projection direction.
Introduces a smooth transition when using frontOnly. Useful to blend transitions between different projections. The default, 0.0, means no falloff.
Shoots rays to avoid projecting on areas that are occluded by geometry, from the projections point of view.
Trace Max Distance
When traceOcclusion is on, you can limit the ray length. This number is expressed in scene units, whatever it may be in your authoring package.
The name of a trace set to restrict ray hits to a specific group of objects. The derfault is to consider all objects in the scene.
The horizontal image resolution. This is used to specify your image's original resolution, prior to txmake-ing.
The vertical image resolution. This is used to specify your image's original resolution, prior to txmake-ing.
The focal length of the camera in degrees.
The width of your camera's film back in inches.
The height of your camera's film back in inches.
Near Clip Plane
Positions closer than this distance from the coordinate system will be masked. This number is expressed in scene units, whatever it may be in your authoring package.
Far Clip Plane
Positions farther than this distance from the coordinate system will be masked. This number is expressed in scene units, whatever it may be in your authoring package.
The way your image is fitted to the film back if they have different aspect ratios. This is mimicking Maya's camera settings.
- 0: Fill
- 1: Horizontal
- 2: Vertical
- 3: overscan
Activates the mask output. You can mask different areas but this is mostly useful with camera projection.
- 0: Off
- 1: Frustum
- 2: Texture
Rotation angle around the origin.
Frequency of feature in the S direction.
Frequency of feature in the T direction.
Offset from the origin in the S direction.
Offset from the origin in the T direction.
Flip the manifold in the T direction.
Outputs various infos to help you debug your scenes.
The 2D manifold.
A float representation of the S component of the manifold.
A float representation of the T component of the manifold.
A binary mask defining a restricted projection area. Should be plugged into the mask input of PxrProjectionLayer.