This nodes allows artists to =
place patterns using a 2D solution that typically relies on UVs provided by=
the artist. You may transform the resulting placement (translate, rotate, =
etc) or repeat the pattern using the controls below. For objects without UV=
s or requiring a projection in 3D space, use the PxrManifold3D instead.

#### Center

Transformations are centered here

#### Angle

Rotation angle around origin.

#### Frequency S

Frequency/repetition of a feature in the S direction.

#### Frequency T

Frequency/repetition of a feature in the T direction.

#### Offset S

Move from the origin in the S direction.

#### Offset T

Move from the origin in the T direction.

#### Invert S

Flip the manifold in the S direction.

#### Invert T

Flip the manifold in the T direction.

#### Warp

Connect a noise or texture to warp the domain

#### Warp Amount

Slider control for Warp amount

### Advanced

#### calcRadius

Calculate radius the hard way from derivatives to get around renderer bu=
g in the radius calculation

#### enableJacobianfilter

Enables calculating a filter radiusbased on the Jacobian in screen space=
. This should create a filter that is less dependent on the parameter=
ization of the geometry

#### JacobianRadiusMult

Multiplies the radius calculated based on the Jacobian in screen space

#### uvSet

A specific surface UV set. Also, helpful for adding texture primvars to =
hair.

### Output Parameters

#### result

The 2D manifold.

#### resultS

A float representation of the S component of the manifold.

#### resultT

A float representation of the T component of the manifold.

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