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Place2dTexture is a utility node that controls how a 2d texture is placed onto an object. Normally a Place2dTexture node is created automatically by the system when you texture-map an attribute using a 2d texture. (The Out UV attribute of this node is connected to the uvCoord attribute of the texture node, and the outUVFilterSize attribute of this node is connected to the uvFilterSize attribute of the texture node.)

2d textures are placed on a surface using the surface's UV coordinates. (These coordinates are implicit in NURBS surfaces, but they must be assigned explicitly to polygonal objects.)

The Place2dTexture node defines a texture frame, which is a rectangular area on a surface (in the UV coordinate space) in which the texture will appear. You can control the position, size, and rotation of this frame on the surface using the Coverage, Translate Frame and Rotate Frame attributes. You can controls how the texture is tiled within the frame using the Repeat UV, Rotate UV, Offset, Mirror, Stagger, and Wrap atttributes. These are all explained below.

In the table below, important attributes have their names listed in bold in the description column.

This node is MP safe

Node nameParentsClassificationMFn typeCompatible function sets
place2dTextureshadingDependNodeutility/general/placement/2d:drawdb/shader/place2dTexturekPlace2dTexturekBase
kNamedObject
kDependencyNode
kPlace2dTexture

Related nodes

layeredTexture, envCube, envSphere, envSky, envBall, envChrome, bump3d, uvChooser, bump2d, texture2d, ramp, file, cloth, water, stencil, checker, fractal, bulge, grid, mountain, texture3d, projection, cloud, granite, crater, leather, stucco, brownian, solidFractal, marble, wood, rock, snow, defaultTextureList, place3dTexture

Attributes (49)

coverage, coverageU, coverageV, doTransform, fast, mirrorU, mirrorV, noiseU, noiseUV, noiseV, offset, offsetU, offsetV, outU, outUV, outUvFilterSize, outUvFilterSizeX, outUvFilterSizeY, outV, repeatU, repeatUV, repeatV, rotateFrame, rotateUV, stagger, translateFrame, translateFrameU, translateFrameV, uCoord, uvCoord, uvFilterSize, uvFilterSizeX, uvFilterSizeY, vCoord, vertexCameraOne, vertexCameraOneX, vertexCameraOneY, vertexCameraOneZ, vertexUvOne, vertexUvOneU, vertexUvOneV, vertexUvThree, vertexUvThreeU, vertexUvThreeV, vertexUvTwo, vertexUvTwoU, vertexUvTwoV, wrapU, wrapV

Long name (short name)TypeDefaultFlags
coverage (c) float21.0, 1.0outputinputconnectablestorable
UV Coverage controls how much of the surface will be covered by the texture frame. Its default values, (1 and 1) will cover the entire surface. Reduce these values to shrink the texture frame. For example, if you set Coverage U to 0.5, then the texture frame will only cover half the surface in the U direction.
coverageU (cu) float0.0outputinputconnectablestorablekeyable
Coverage U controls how much of the surface's U-direction will be covered by the texture.
coverageV (cv) float0.0outputinputconnectablestorablekeyable
Coverage V controls how much of the surface's V-direction will be covered by the texture.
doTransform (do) booltrueoutputconnectablehidden
This output tells if the transformations must be applied
fast (fa) boolfalseoutputinputconnectablestorable
Fast is an optimation you can use under certain rare circumstances to speed up calculation in this node. It will only work if Coverage and Repeat is 1, all the translates, rotates, and offsets are 0 and Mirror, Stagger, and Wrap are all turned off.

If you are unsure about using this, it is best to just leave it turned off.

mirrorU (mu) boolfalseoutputinputconnectablestorablekeyable
MirrorU controls how texture tiles are placed beside each other. When MirrorU is turned on, then each copy of the texture will be the mirror image of the ones on the U sides of it, with their shared edge being the (V) axis of reflection.
    MirrorU OFF:

    |       **  **  **
    |       *   *   *
    |
    |       **  **  **
    |       *   *   *
    

    MirrorU ON:

    |      *    *  *
    |      **  **  **
    |
    |      *    *  *
    |      **  **  **
    

Textures are tiled when Repeat U or Repeat V is greater than 1.

mirrorV (mv) boolfalseoutputinputconnectablestorablekeyable
MirrorV controls how texture tiles are placed beside each other. When MirrorV is turned on, then each copy of the texture will be the mirror image of the ones on all V sides of it, with their shared edge being the (U) axis of reflection.
    MirrorV OFF:

    |       **  **  **
    |       *   *   *
    |
    |       **  **  **
    |       *   *   *
    

    MirrorV ON:

    |      **  **  **
    |      *   *   *
    |
    |      *   *   *
    |      **  **  **
    

Textures are tiled when Repeat U or Repeat V is greater than 1.

noiseUV (n) float20.0, 0.0outputinputconnectablestorable
The 2D noise for U and V
noiseU (nu) float0.0outputinputconnectablestorablekeyable
The U noise
noiseV (nv) float0.0outputinputconnectablestorablekeyable
The V noise
offset (of) float20.0, 0.0outputinputconnectablestorable
Offset controls the position of the texture tiles within the texture frame. If it is set to 0, 0, then the starting edge of the first texture tile will line up exactly with the starting edge of the frame. if it is set to 0.5, then the half-way point of the first texture tile will be positioned at start edge of the texture frame.
offsetU (ofu) float0.0outputinputconnectablestorablekeyable
Offset U is the U component of Offset.
offsetV (ofv) float0.0outputinputconnectablestorablekeyable
Offset V is the V component of Offset.
outUV (o) float20.0, 0.0outputconnectable
Out UV: This attribute should be connected to the UV Coord attribute of the 2d texture being placed.
outU (ou) float0.0outputconnectable
The U component of OutUV
outV (ov) float0.0outputconnectable
The V component of OutUV
outUvFilterSize (ofs) float20.0, 0.0outputconnectable
Out UV Filter Size: This attribute should be connected to the UV Filter Size attribute of the 2d texture being placed.
outUvFilterSizeX (ofsx) float0.0outputconnectable
The x component of Out UV Filter Size
outUvFilterSizeY (ofsy) float0.0outputconnectable
The y component of Out UV Filter Size
repeatUV (re) float21.0, 1.0outputinputconnectablestorable
RepeatUV controls how many times the basic texture is repeated (tiled) within the texture frame.
repeatU (reu) float0.0outputinputconnectablestorablekeyable
Repeat U controls how many times the besic texture is repeated in the U direction.
repeatV (rev) float0.0outputinputconnectablestorablekeyable
Repeat V controls how many times the besic texture is repeated in the V direction.
rotateFrame (rf) angle (double)0.0degoutputinputconnectablestorablekeyable
Rotate Frame controls how much the texture frame is rotated relative to the surface.
rotateUV (r) angle (double)0.0degoutputinputconnectablestorablekeyable
Rotate UV controls how much the texture is rotated within the texture frame. (The frame itself is not rotated. To rotate the frame, use the Rotate Frame attribute instead).
stagger (s) boolfalseoutputinputconnectablestorablekeyable
Stagger controls how rows of texture tiles are placed beside each other. When Stagger is turned on, then every other row of texture tiles is offset by one-half its width, like rows of bricks in a brick wall.
    Stagger OFF:

    |       **  **  **
    |       *   *   *
    |
    |       **  **  **
    |       *   *   *
    

    Stagger ON:

    |       **  **  **
    |       *   *   *
    |
    |         **  **  **
    |         *   *   *
    

Textures are tiled when Repeat U or Repeat V is greater than 1.

translateFrame (tf) float20.0, 0.0outputinputconnectablestorable
Translate Frame controls the position of the texture frame, relative to the UV origin of the surface. (That is, the corner of the surface where U and V are zero). Increase these values to move the texture frame away from the corner. If you set Translate Frame U to 0.5, the texture frame will be shifted half-way along the surface.
translateFrameU (tfu) float0.0outputinputconnectablestorablekeyable
Translate Frame U controls the U-position of the texture frame. (see above)
translateFrameV (tfv) float0.0outputinputconnectablestorablekeyable
Translate Frame V controls the V-position of the texture frame. (see above)
uvCoord (uv) float20.0, 0.0outputinputconnectablehidden
The UV coords of the current sample point
uCoord (u) float0.0outputinputconnectablehidden
The u component of the current sample position
vCoord (v) float0.0outputinputconnectablehidden
The v component of the current sample position
uvFilterSize (fs) float20.0, 0.0outputinputconnectablehidden
The current sample size that has to be shaded
uvFilterSizeX (fsx) float0.0outputinputconnectablehidden
The x component of the current sample position
uvFilterSizeY (fsy) float0.0outputinputconnectablehidden
The y component of the current sample position
vertexCameraOne (vc1) float3outputinputconnectablestorablehidden
Triangle s first vertex, in camera space
vertexCameraOneX (c1x) float0.0outputinputconnectablestorablehidden
X component of aVertexCameraOne
vertexCameraOneY (c1y) float0.0outputinputconnectablestorablehidden
Y component of aVertexCameraOne
vertexCameraOneZ (c1z) float0.0outputinputconnectablestorablehidden
Z component of aVertexCameraOne
vertexUvOne (vt1) float2outputinputconnectablestorablehidden
Triangle s first vertex, in texture space
vertexUvOneU (t1u) float0.0outputinputconnectablestorablehidden
X component of aVertexUvOne
vertexUvOneV (t1v) float0.0outputinputconnectablestorablehidden
Y component of aVertexUvOne
vertexUvThree (vt3) float2outputinputconnectablestorablehidden
Triangle s third vertex, in texture space
vertexUvThreeU (t3u) float0.0outputinputconnectablestorablehidden
X component of aVertexUvThree
vertexUvThreeV (t3v) float0.0outputinputconnectablestorablehidden
Y component of aVertexUvThree
vertexUvTwo (vt2) float2outputinputconnectablestorablehidden
Triangle s second vertex, in texture space
vertexUvTwoU (t2u) float0.0outputinputconnectablestorablehidden
X component of aVertexUvTwo
vertexUvTwoV (t2v) float0.0outputinputconnectablestorablehidden
Y component of aVertexUvTwo
wrapU (wu) booltrueoutputinputconnectablestorablekeyable
Wrap U controls whether or not the texture will "wrap around" in the U direction. For example, say you increase the value of Translate Frame U enough to push part of the texture frame right off the surface. If Wrap U is turned off, then that part of the texture will be cut off and lost. If Wrap U is turned on, then that part of the texture will be wrapped around to the other end of the surface.

When you are bump mapping with the default full coverage, it is best to turn off Wrap U and Wrap V to avoid wrap-around effects on the bump. You should also turn on Adjust Edges in the Bump2d node.

wrapV (wv) booltrueoutputinputconnectablestorablekeyable
Wrap V controls whether or not the texture will "wrap around" in the V direction. For example, say you increase the value of Translate Frame V enough to push part of the texture frame right off the surface. If Wrap V is turned off, then that part of the texture will be cut off and lost. If Wrap V is turned on, then that part of the texture will be wrapped around to the other end of the surface.

When you are bump mapping with the default full coverage, it is best to turn off Wrap U and Wrap V to avoid wrap-around effects on the bump. You should also turn on Adjust Edges in the Bump2d node.