Defines a texture frame—a rectangular area on a surface (in the UV coordinate space) in which the texture appears. 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 also control how the texture is tiled within the frame using the attributes described below.
The two columns of boxes in the Attribute Editor represent U and V values.
Find this utility in the Create tab (see Create tab).
To use this utility, see Use the 2d Placement utility.
Displays the texture placement manipulator. Either click this button from the Attribute Editor, or click the Texture Placement Tool icon in the main window and select the surface. Middle-drag the manipulator handles to place the texture.
Specifies what ratio of the surface the texture map covers. The valid range is 0 to + infinity for NURBS surfaces. A value of 1 (the default) covers the entire surface in either the U or V direction.
For example, to cover half the surface, set the value at 0.5 in either the U and V directions.
The Translate attributes position the texture map on the surface and move the coverage area across the surface. The range is from - infinity to + infinity.
Rotates the texture map on the surface. This attribute is represented in degrees.
Only works when U Repeat or V Repeat attributes are greater than 1. Mirror in the U and V direction separately. When on, the repeat areas are mirrored—rows of images display as mirrored images of themselves. This helps to disguise the effect of seams between repeat areas.
Maya offsets repeats of maps making alternate rows of repeats offset exactly by half (like brick walls). When off, the repeats line up horizontally and vertically.
Wrap U and Wrap V attributes control whether a map is repeated in U or V directions, or both U and V. Both the Wrap attributes are on by default. Turn these off to prevent seams from showing on a closed surface, such as a cylinder or sphere, or to prevent the texture from duplicating itself when you use Translation and Coverage attributes to limit the mapping to a very specific surface area.
Specifies how many copies of the texture map are mapped within the coverage area along either the U or V directions (depending on the texture). By default, Maya maps one copy of the texture. Values greater than 1 result in more copies of the map displayed in the same coverage area. Values less than 1 result in only a portion of the map displayed.
Offsets the pattern of the texture map. This can be particularly useful when fine-tuning the placement of a pattern on a surface. U Offset offsets the texture pattern along the U direction and V Offset along the V direction. Each value ranges from - infinity to + infinity.
Since you cannot use the interactive tool to rotate surface placement, use this attribute. Rotate UV is calculated in degrees. The valid range is 0 to 360 degrees.
2D noise for U and V. Displaces the colors of the texture map.
When on, Fast checks if the placement is the default and all shading-time evaluations perform less computations. Turn Fast on to slightly improve rendering speed. Fast is off by default.