Controls / Map Mode
Selects the Map Mode used by UVMap3D.
3D texture-coordinate mapping
Creates or modifies UV texture coordinates so images and procedural textures map correctly across 3D geometry.
Creates or modifies UV texture coordinates so images and procedural textures map correctly across 3D geometry.
Overview
Creates or modifies UV texture coordinates so images and procedural textures map correctly across 3D geometry.
UVs are instructions that tell a flat image where to sit on a 3D surface; UVMap3D edits those instructions.
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.
Selects the Map Mode used by UVMap3D.
Chooses the projection axis used to generate the UV mapping.
Fits the generated UV projection automatically to the object bounds.
Sets center for UVMap3D.
Links UVs on Animated Objects so they change together.
Sets X, Y, Z.
Offsets the center of the UV projection in 3D space.
Chooses the Euler rotation order used by UVMap3D.
Sets X, Y, Z.
Sets how many times the texture repeats along U, V and W.
Flips the generated UVW coordinates along the selected axes.
Standard Fusion node settings for processing, masks, blending and animation.
Practical setup
Prepare the source image, texture, material or mesh that UVMap3D will use.
Insert UVMap3D at the stage where mapping or shading should change.
Use a simple test material or checker pattern while tuning UVMap3D.
Verify scale, orientation and color/alpha interpretation before judging UVMap3D.
Render UVMap3D under a neutral test light before adding final look development.
Examples
UVMap3D prepares or modifies a material-related branch before rendering.
UVMap3D stays isolated so the same mapping or texture can be reused.
Troubleshooting
Production notes
Related nodes