Houdini 20.5 Nodes Geometry nodes

UV Texture geometry node

Assigns texture UV coordinates to geometry for use in texture and bump mapping.

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The UVTexture operation assigns texture UV coordinates to the source geometry for use in texture and bump mapping.

Note

When the projection type is cylindrical or polar, closed mesh, Bezier and NURBS surfaces will be opened. At least one row/column of vertices will be added (possibly more for NURBS). This is to prevent poor interpolation of texture coordinates at the seam of the join.

Tip

Before applying a spline-based texture projection, remap the U and/or V bases of the split surface (using a Basis SOP) between 0 and 1 to ensure a complete mapping of the texture. If a single texture map must be shared by several surfaces, the surface bases should be concatenated prior to being remapped.

The best way to visualize the effects on UVs is in the UV view. To change a viewport to show UVs, click the View menu in the top right corner of a viewport and choose Set View ▸ UV viewport, or move the mouse over the view and press Space + 5.

You can also visualize UV attribute values in the 3D view using an attribute visualizer.

Using UV Texture

  1. Select the primitives to compute texture UVs for.

  2. Click the UV Texture tool on the Texture tab.

The UV Texture tool allows you to choose a Texture Type from the drop-down menu in the parameter editor, including Rows & Columns and Perspective from Camera.

Parameters

UV Attribute

The name of the texture coordinate attribute to create, defaulting to uv.

Group

Subset of geometry to apply texture to.

Texture Type

Type of projection to use.

Orthographic

Direct projection from axis

Polar

Wrap spherically in axis direction

Cylindrical

Wrap cylindrically in axis direction

Row & Columns

For geometry constructed as a mesh. The U coordinates are placed along rows and the V coordinates along columns.

Face

Maps a copy of the texture onto every face along its normal, orienting the texture properly. However, the map is not scaled to fit each polygon, nor is it distorted by the shape of each polygon.

Modify Source

If the source already has texture UV coordinates, they are maintained but may be scaled and offset. See also UV Edit and UV Transform.

Uniform Spline

Polygon curves and NURBS/Bezier curves/surfaces only. Samples the basis of each curve or surface uniformly in U and V and assigns those values as texture coordinates to the surface points or vertices.

Average Spline

Polygon curves and NURBS/Bezier curves/surfaces only. The coordinates of each control vertex’s Greville point are used as the texture UV.

Arc Length Spline

Polygon curves and NURBS/Bezier curves/surfaces only. Samples the basis of each curve or surface based on arc lengths and assigns those values as texture coordinates to the points or vertices.

Perspective From Camera

The texture coordinates are assigned so that the world space of the object can be textured to fit the projection of the camera exactly.

Projection Axis

Axis to project along, or projection method from splines.

Camera

Camera or light to project perspective coordinates from

Attribute Class

Whether the texture is applied to points or vertices.

Auto Select

Let the operation determine the type of uv attribute created.

Point

Create point uv attribute.

Vertex

Create vertex uv attribute.

Scale

Scales texture coordinates.

Offset

Offsets texture coordinates.

Angle

Rotates texture coordinates about projection axis.

Fix Boundary Seams

Makes sure the texture wraps around correctly.

See also

Geometry nodes