Node Texture Coordinate

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Node Texture Coordinate.

The Texture Coordinate node is commonly used for the coordinates of textures, typically used as inputs for the Vector input for texture nodes.

Entrées

Ce node n’a pas d’entrées.

Propriétés

Object
Objet spécifique à utiliser pour les coordonnées d’espace d’objet. Ceci n’affecte que la sortie Objet.
From Instancer Cycles Only

If the object is generated by instancing from vertices or faces, use texture coordinates from instancer. This only affects the Generated and UV outputs.

../../../_images/render_shader-nodes_input_texture-coordinate_from-dupli-comparison.png

From left to right: Sphere with a UV-mapped texture. Small spheres instanced to the faces of the textured sphere using instancing from faces. Small spheres with From Instancer enabled, using the UV map of the large sphere.

Note

From Instancer only works with the UV output when the object is instanced, either from particles or from faces.

Sorties

Generated
Automatically-generated texture coordinates from the vertex positions of the mesh without deformation, keeping them sticking to the surface under animation. Range from 0.0 to 1.0 over the bounding box of the undeformed mesh. See Generated UVs for more information.
Normal
Object space normal, for texturing objects with the texture staying fixed on the object as it transformed. The Normal output can be used on Point and Spot lights. The coordinates will take the rotation of the light into account.
UV

UV texture coordinates from the active render UV map. See UV Mapping for more information.

Note

In order to select UV map other than the active map you must use the UV Map node.

Object
Utilise un objet comme source de coordonnées. Souvent utilisé avec un Empty, c’est une manière facile de placer une petite image à un point donné sur l’objet. Cet objet peut également être animé, pour déplacer une texture autour et à travers une surface.
Camera
Position coordinate in camera space.
Window
Location of shading point on the screen, ranging from 0.0 to 1.0 from the left to right side and bottom to top of the render. This is well suited for blending two objects.
Reflection
Utilise la direction du vecteur de réflexion comme coordonnées. C’est utile pour ajouter des maps de réflexion. Vous aurez besoin de cette entrée à l’utilisation d”environment maps.