Translation U
Offsets texture coordinates along U.
Texture-space transform
Offsets, scales and rotates texture coordinates so a surface texture can be aligned or animated without moving the geometry.
Offsets, scales and rotates texture coordinates so a surface texture can be aligned or animated without moving the geometry.
Overview
Offsets, scales and rotates texture coordinates so a surface texture can be aligned or animated without moving the geometry.
Move the wallpaper across the wall without moving the wall itself.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Source data used to create or modify the material, texture or mapping result.
Processed texture, mapping or material data for the next 3D shading stage.
Inspector
Start with these controls before reaching for more complicated workarounds.
Offsets texture coordinates along U.
Offsets texture coordinates along V.
Offsets texture coordinates along the third W coordinate.
Sets the 3D rotation order.
Defines the order in which the three rotation axes are evaluated.
Sets rotation around the U, V and W texture-coordinate axes.
Scales texture coordinates along U.
Scales texture coordinates along V.
Scales the third/procedural texture coordinate along W.
Sets the pivot used for rotation and scaling.
Move the pivot when the element needs to rotate or scale around a point other than its current center.
Inverts the transform.
Assigns the Material ID written to the render passes.
Material IDs can be used later to isolate surfaces in compositing.
Practical setup
Prepare the source image, texture, material or mesh that TextureTransform will use.
Insert TextureTransform at the stage where mapping or shading should change.
Use a simple test material or checker pattern while tuning TextureTransform.
Verify scale, orientation and color/alpha interpretation before judging TextureTransform.
Render TextureTransform under a neutral test light before adding final look development.
Examples
TextureTransform prepares or modifies a material-related branch before rendering.
TextureTransform stays isolated so the same mapping or texture can be reused.
Troubleshooting
Production notes
Related nodes