Page tree

Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Input Parameters

Projection

Select a 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).


Warning

You must set a coordinate system. This field can not be left empty.



Use

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.


Occlusion frontOnly
Restricts the projection to the points facing the projection direction.

NOTE: 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.NOTE: This

Note
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.

Note
NOTE: This
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.

Note
NOTE: This
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


Code Block
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.


Note
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.


Note
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
Note
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
  • 1: Frustum
  • 2: Texture


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


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.


...