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Projection
Select a projection:- 0: Camera
- 1: Spherical
- 2: Cylindrical
- 3: Planar
Coordinate System
Warning |
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You must set a coordinate system. This field can not be left empty. |
Use
- 0: P - NP N P is the current position and N the current normal
- 1: Pref - NrefUse 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 - WNrefThis 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.
Note |
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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.
Note |
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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.
Note |
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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.
Note |
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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
Code Block |
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fov = atan((0.5 * aperture) / (focalLength * 0.0393701)) |
Horizontal Aperture
Vertical Aperture
Near Clip Plane
Note |
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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
Note |
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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
- 0: Fill
- 1: Horizontal
- 2: Vertical
- 3: overscan
Note |
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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
- 0: Off
- 1: Frustum
- 2: Texture
Note |
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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. |
2D Parameters
Angle
Scale S
Scale T
Offset S
Offset T
Invert T
Advanced
Verbose
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