The Texture node can be used to create attributes in the flow based on the specified texture files - the node works similarly to the Attribute node but instead of sampling a Groom the image file is used. For each geometric element a user supplied U and V value is used to reference the texture, as the node evaluates the texture is sampled at those coordinates and stores the result in the new Attribute. Once the attribute has been created it may be referenced anywhere downstream in a parameter expression.
Texture file names can reference environment variables using the ${ENV} format as well as <UDIM> for different coordinate spaces.
Note
Adding a Texture node after an import is a special case and will be discussed in more detail in the Scatter node documentation.
The Texture node relies on Yeti’s internal Image IO library which currently supports 8, 16 and 32 bit Tiff and OpenEXR file formats.
Input | Description |
---|---|
0 Data Flow | Fibres, Particles or Meshes |
Parameter | Description |
---|---|
File | The input file name, standard C string formatting can be used to resolve the frame number, ie. %04d for a four zero padded frame number. |
Frame | The frame number to be used if resolving a frame variable in the texture file name. |
Attribute | The name of the attribute to be created and store the textures sampled values. |
Channels | Either RGB which results in a vector attribute or one of R, G, B or A for a float attribute. |
U Coordinate | The U coordinate of the texture space to reference for each sample, this defaults to $s which is the U coordinate of the surface where the particle/fibre was created. |
V Coordinate | The V coordinate of the texture space to reference for each sample, this defaults to $t which is the V coordinate of the surface where the particle/fibre was created. |
Note
Maya inverts the V coordinate so to make sure textures match those in Maya’s UV space the V coordinate needs to be 1.0 - $t
Maya File: examples/yeti_textureExample.ma