Color / Red / Green / Blue
Sets the RGB color/tint of the USD Projector light.
Use channel-specific controls when the operation should not affect all components equally.
USD texture projector
Projects an image or light-like texture through the USD scene with projection mode, fit, ID, intensity, shaping and transform controls.
uProjector turns an image into a directed USD projection source. It can be used for texture projection, gobo-like lighting, environment matching and technical projector/catcher workflows where the receiving surface needs a stable Projector ID.
Overview
uProjector turns an image into a directed USD projection source. It can be used for texture projection, gobo-like lighting, environment matching and technical projector/catcher workflows where the receiving surface needs a stable Projector ID.
Think of uProjector as a slide projector inside the USD scene: a texture is emitted through a virtual projection frustum and lands on geometry according to the projector transform.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Existing USD or 3D stage that receives this node or provides the scene context.
The resulting 3D scene or scene object.
Inspector
Start with these controls before reaching for more complicated workarounds.
Sets the RGB color/tint of the USD Projector light.
Use channel-specific controls when the operation should not affect all components equally.
Sets the light intensity.
Adjusts the light output in exposure stops.
Enables black-body color-temperature control for the USD/projector light.
Sets how strongly the USD projector contributes to diffuse material lighting.
Controls how strongly the projected image contributes to material specular highlights.
Selects the light falloff model.
Chooses how light intensity falls off with distance.
Sets how quickly the light falls off with distance.
Adjusts how tightly the projector beam is focused.
Sets the cone angle of the USD projector.
Keeps projected-light intensity more consistent as the projector’s size or shape changes.
Controls how the source image fits the projection frame.
Defines how the texture is projected.
Assigns an identifier that uCatcher can use for restriction.
Loads the image used for projection.
Allows the USD/projector light to cast shadows.
Sets the density of generated or distributed elements.
Sets the processing quality for this operation.
Use a lighter setting while building the comp if needed, then verify the final-quality result before render.
Sets the resolution of the shadow map.
Higher values can sharpen shadow detail but increase render cost.
Sets offset for uProjector.
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.
Orients the object, light or camera toward a target point.
Use Target is convenient for aim-at rigs because the orientation follows the target as either element moves.
Outputs this operation as a separate USD stage instead of folding it into the incoming stage.
Practical setup
Load the target USD scene.
Add uProjector and choose the texture.
Select Projection Mode and Fit Method.
Position and aim the projector before increasing intensity.
Assign a Projector ID when catcher isolation is required.
Render and inspect stretch, clipping and material response.
Examples
Project a logo or plate onto USD geometry.
Collect only one projector contribution.
Troubleshooting
Production notes
Related nodes