Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
UV Reprojection Preview Basic Inputs OutputsInputs
Mode
Here you can define the pattern in which the UV coordinates should be distorted:
- Angular: The UV coordinates remain at right angles and their rotation can be adjusted, among other things.
- Radial: The UV coordinates between U=0 .. 0.5 and V=0 ... 1 will be made to a circle. Poles will be created at the center of the texture tile and a seam will be created where the left and right edges of the texture tile meet. All color parts that lie between U=0.5 and U=1 will be omitted.
- Circular: The color values that lie along the V direction when the U coordinate = 0 will be applied from the center of the tile to its edges. The V coordinates of the original color structure will define the distance from the center of the texture tile. Outside of the circular surface that is created, the color structure will repeat towards the edges of the texture tile.
- Box: Similar to Circular only that the color values that lie along the V direction (with U=0) are now also interpolated from the center of the texture tile to its corners. A rectangular inner-to-outer progression will be created.
- Star: The color values that lie on the V axis if U=0 will be applied circularly around the corner points of the texture tile in a radius of 0.5 when V=1. The color values will repeat in a diamond pattern from the edges of this circular progression in the direction of the texture tile’s center point.
- N-Angle: Similar to Radial only that the entire UV range is shown. In addition, the distortion will be sectioned and not perfectly circular as with Radial. The Corners setting defines the number of rotation segments. The color values will repeat radially outside of the rotation shape (as viewed from the center of the texture tile).
Corners [-2147483648..2147483647]
Here you can define the number of rotation segments for the N-Angle mode.
Rotation [-5729577951308232523776..5729577951308232523776°]
Rotation angle around the texture tile’s center point.
Repeat
Option for defining the number of repetitions within the texture tile.
Repetitions [-∞..+∞]
Number of repetitions within the texture tile along the V coordinates.
Mirror
Option for alternating mirroring of the repetitions along the V coordinates.
Flip
Inverts the direction of the Va axis in the projection.
Context
UV
This input is optional and can be used to input custom UV coordinates that should serve as a basis for the node. Otherwise the node will automatically use the texture coordinates supplied by the Texture tag.