Nodo Mapear UV¶

Permitirá distorsionar una textura para que pueda ser compuesta sobre los objetos de la escena, usando sus mapas UV.
Podrá ser usado en combinación con el nodo Cryptomatte para aplicar la textura sólo a objetos específicos.
Entradas¶
- Imagen
La textura a ser distorsionada.
- UV
The UV coordinates at which to sample the texture. This slot is typically connected to the UV render pass, which is only available with the Cycles renderer; see Cycles render passes.
Consejo
It’s possible to store the UV information in a multi-layer OpenEXR file.
Propiedades¶
- Tipo de filtro
Método de interpolación.
- Anisótropo:
Enhances the clarity of textures viewed at oblique angles, addressing issues like blurring and distortion.
- Más cercano:
Sin interpolación, utiliza el píxel vecino más cercano.
- Alfa
Alpha threshold used to fade out pixels on boundaries.
Salidas¶
- Imagen
The distorted texture, which can then be overlaid on the render using e.g. the Nodo Superponer con alfa.
Ejemplos¶
In the first example, we overlay a grid pattern on top of two Suzanne heads after they have been rendered. To achieve this, we enable the UV pass in the Property Editor’s panel, use it to distort the grid image, and combine the result with the rendered image using the Alpha Over Node.

Overlaying a grid texture.¶
In the next example, we do the same thing with the Blender logo, using a cryptomatte to ensure it only gets applied to one of the cubes.
It’s here that the limitations of the Map UV node become apparent: the overlaid image is really just «plastered on» and is not affected by the lighting and shadows in the scene. At most, you can cheat a little by making the image translucent like in the previous example.
So, while this node can be handy for certain post-production effects or fixes, it’s generally not a replacement for including the image during rendering.

Overlaying a logo.¶