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Input Parameters

**Projection**

- 0: Camera
- 1: Spherical
- 2: Cylindrical
- 3: Planar

**Coordinate System**

Name of coordinate system transform (e.g. place3dTexture node in Maya or the camera).

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You |

**Use**

Selects the positions you are going to project on.

**0: P - N**P is the current position and N the current normal**1: Pref - Nref**Use 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 - WNref**This 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.

**Occlusion frontOnly**

Restricts the projection to the points facing the projection direction.

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This setting will update the resultMask output so you may use it to mix between the projection and the underlying surface material. |

**Front Falloff**

Introduces a smooth transition when using frontOnly. Useful to blend transitions between different projections. The default, 0.0, means no falloff.

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This setting will update the resultMask output so you may use it to mix between the projection and the underlying surface material. |

**Trace Occlusion**

Shoots rays to avoid projecting on areas that are occluded by geometry, from the projections point of view.

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This setting will update the resultMask output so you may use it to mix between the projection and the underlying surface material. |

**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.

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This setting will update the resultMask output so you may use it to mix between the projection and the underlying surface material. |

**Trace Set**

The name of a trace set to restrict ray hits to a specific group of objects. The default is to consider all objects in the scene.

### Camera

**Horizontal Resolution**

The horizontal image resolution. This is used to specify your image's original resolution, prior to txmake-ing.

**Vertical resolution**

The vertical image resolution. This is used to specify your image's original resolution, prior to txmake-ing.

**Focal Length**

The focal length of the camera is in millimeters (mm). To convert the Field of View (fov) to the Focal Length, use this

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fov = atan((0.5 * aperture) / (focalLength * 0.0393701)) |

**Horizontal Aperture**

The width of your camera's film back in inches.

**Vertical Aperture**

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.

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This setting will update the resultMask output so you may use it to mix between the projection and the underlying surface material. |

**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.

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This setting will update the resultMask output so you may use it to mix between the projection and the underlying surface material. |

**Film Fit**

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

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This setting will update the resultMask output so you may use it to mix between the projection and the underlying surface material. |

**Clamp To**

Activates the mask output. You can mask different areas but this is mostly useful with camera projection.

- 0:
**Off**The projected texture is everywhere - 1:
**Frustum**The projected texture only appears inside the camera frustum - 2:
**Texture**The texture is projected in its entirety, irrespective of the camera frustum.

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This setting will update the resultMask output so you may use it to mix between the projection and the underlying surface material. |

### Planar

**Clamp To**

Clamp the planar projection, assuming the coordinate system is represented as a cube.

- 0:
**Off**The projected texture is everywhere. - 1:
**XY**The projected texture appears on the XY plane of the coordinate system. - 2:
**XZ**The projected texture appears on the XZ plane of the coordinate system. - 3:
**YZ**The projected texture appears on the YZ plane of the coordinate system. - 4:
**XYZ**The projected texture appears inside the coordinate system's volume.

**CoordSys Type**

There are 2 different types to match different viewport representations.

- 0:
**Generic**The coordinate system is a 1 unit wide cube. - 1:
**Maya place3dTexture**the place3dTexture is 2 units wide.

### 2D Parameters

**Angle**

Rotation angle around the origin.

**Scale S**

Frequency of feature in the S direction.

**Scale T**

Frequency of feature in the T direction.

**Offset S**

Offset from the origin in the S direction.

**Offset T**

Offset from the origin in the T direction.

**Invert T**

Flip the manifold in the T direction.

#### Advanced

**Verbose**

Outputs various infos to help you debug your scenes.

**Front Only Tolerance**

This parameter is sometime useful to avoid projecting on surfaces that are close to the grazing angle.

### Output Parameters

**result**

The 2D manifold.

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