Table of Contents

This page provides information about the Texture Placement UV Channel Component in V-Ray for Grasshopper.


Overview


The Texture Placement UV Channel component is used as an UVW input of a Bitmap or Gradient texture component to control the texture placement in object's UV space.





Input Parameters


Channel (Integer) – Specifies the index of the mapping channel data to use. A value of 1 takes the first available channel.

Repeat (Vector) Determines how many times the texture is repeated in the 0 to 1 square.

Offset (Vector) Controls the texture offset in the U and V direction.

Rotation (Number) Rotates the texture (in degrees).

Tile (Boolean) Specifies whether the texture is tiled along the U and V axes.

Mirror (Boolean) Specified whether the texture is mirror-wrapped along the U and V axes.




Output Parameters


UVW (Generic Data) – Texture placement in object's UVW space. The output is connected to the UVW Placement input of a V-Ray Bitmap or V-Ray Gradient component.





Example:


Download the GH definition here.


UVW Placement: Rotation = 0



UVW Placement: Rotation = 45

Rotation:0
Rotation:45