This node is meant to work in conjunction with PxrProjectionLayer but can be used as a general projection manifold. This manifold supports camera, spherical and cylindrical mapping. It encapsulates 2D parameterization for pattern generators and allows transformations and selection of arbitrary variables bound to primitives.
Select a projection:
- 0: Camera
- 1: Spherical
- 2: CylindricalRIB: int projectionDefault: 0
Name of coordinate system transform (e.g. place3dTexture node in Maya).RIB: string coordsysDefault: ""
You must set a coordinate system.
Selects the positions you are going to project on.
0: P - N
P is the current position and N the current normal
1: Pref - 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 - 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.RIB: int useDefault: 0
Restricts the projection to the points facing the projection direction.RIB: int frontOnlyDefault: 1
Introduces a smooth transition when using frontOnly. Useful to blend transitions between different projections. The default, 0.0, means no falloff.RIB: float frontFalloffDefault: 0.0
Shoots rays to avoid projecting on areas that are occluded by geometry, from the projections point of view.RIB: int traceOcclusionDefault: 1
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.RIB: float traceMaxDistanceDefault: 1.0
The name of a trace set to restrict ray hits to a specific group of objects. The derfault is to consider all objects in the scene.RIB: string traceSetDefault: ""
The horizontal image resolution. This is used to specify your image's original resolution, prior to txmake-ing.RIB: int resolutionXDefault: 2048
The vertical image resolution. This is used to specify your image's original resolution, prior to txmake-ing.RIB: int resolutionYDefault: 1556
The focal length of the camera in degrees.RIB: float focalLengthDefault: 5.0
The width of your camera's film back in inches.RIB: float apertureXDefault: 0.98
The height of your camera's film back in inches.RIB: float apertureYDefault: 0.735
Near Clip Plane
Positions closer than this distance from the coordinate system will be masked. This number is expressed in scene units, whatever it may be in your authoring package.RIB: float nearClipPlaneDefault: 0.01
Far Clip Plane
Positions farther than this distance from the coordinate system will be masked. This number is expressed in scene units, whatever it may be in your authoring package.RIB: float farClipPlaneDefault: 1.0
The way your image is fitted to the film back if they have different aspect ratios. This is mimicking Maya's camera settings.
- 0: Fill
- 1: Horizontal
- 2: Vertical
- 3: overscanRIB: int filmFitDefault: 0
Activates the mask output. You can mask different areas but this is mostly useful with camera projection.
- 0: Off
- 1: Frustum
- 2: TextureRIB: int clampToDefault: 1
Rotation angle around the origin.RIB: float angleDefault: 0.0
Frequency of feature in the S direction.RIB: float scaleSDefault: 1.0
Frequency of feature in the T direction.RIB: float scaleTDefault: 1.0
Offset from the origin in the S direction.RIB: float offsetSDefault: 0.0
Offset from the origin in the T direction.RIB: float offsetTDefault: 0.0
Flip the manifold in the T direction.RIB: int invertTDefault: 1
Outputs various infos to help you debug your scenes.RIB: int verboseDefault: 0
The 2D manifold.
A float representation of the S component of the manifold.
A float representation of the T component of the manifold.
A binary mask defining a restricted projection area. Should be plugged into the mask input of PxrProjectionLayer.