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Texture Project

Gerard Martin edited this page Jun 7, 2026 · 7 revisions
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Projects one or more textures onto a mesh. Transforms a flat texture to a laid out version usable as texture for the input mesh. This node does not modify the mesh section or material.

Properties

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  • Layout: Index of the mesh layout to use for the projection operation. Beginning at 0, and should be left as 0 for meshes with a single layout.

  • Textures: Amount of textures that the node offers to modify using the same projection parameters. Among other uses, it's handy for modifying flat color projectors and the masks that define their shape in a single node. Having more channels performs better than having multiple texture projections.

  • EnableTextureSeamCorrection: When this is enabled, additional operations will happen to correct projections that go over a texture UV seam to prevent interpolation artifacts. This is not necessary if the projection is guaranteed to not go over a seam.

  • TextureSizeX: Set the width of the output Texture. If greater than zero, it overrides the Reference Texture width.

  • TextureSizeY: Set the height of the output Texture. If greater than zero, it overrides the Reference Texture width.

  • ReferenceTexture: Reference Texture used to decide the texture properties of the mutable-generated textures connected to this material (e.g. LODBias, Size X,...). If not connected, mutable default texture properties will be applied.

The node also exposes the following inputs:

  • Texture (index): Texture to be projected onto the mesh — one input per texture defined in the node properties.
  • Mesh: Mesh used for the projection.
  • Mesh Mask: Texture defining which part of the mesh can receive the projector (white full effect, black none, grayscale partial). It marks where the projector may apply, not the projector's shape.
  • Fade Start Angle: Maximum angle (in degrees, from the face normal to the projector normal) that still receives the full effect of a planar projection; beyond it the effect fades up to the Fade End Angle. Planar projectors only.
  • Fade End Angle: Maximum angle (in degrees) that receives any effect of a planar projection; beyond it there is no projection. Planar projectors only.
  • Projector: Defines the location, orientation and size of the projector. The texture is stretched and rotated to fit it and has no impact outside its bounds; the projector must intersect the mesh.

Examples

Illustration of fade angles, with texture results at the bottom. Left side has start at 25º and end at 45º. Right side has start at 45º and end at 90º. The red planar projector is directly in front, covers the whole body, but only the faces that have a normal with an angle to the projector normal lower than the start angle receive the full effect of the projector. And those faces with an angle higher than the end angle receive no projection at all, including back faces.

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Illustration of the mask input pin, the texture used as mask is on the right screenshot. The red projector is directly in front, covers the whole body, and has large fade angles that allow it to paint faces in all directions. But can only affect the hands and forearm, as defined in the mask.

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