Lookup UV
Builds a texture by reading another texture at the coordinates a second texture provides.
Outputs
| Name | Type | Description |
|---|---|---|
| Texture Output | Texture | The texture input, rearranged according to the UV input. |
Inputs
Parameters
| Name | Type | Description |
|---|---|---|
| Output Format | Enum | Whether the output takes the size and type of the texture input, of the UV input, or of the settings below.Choices: Copy Input A, Copy Input B, Manual |
| Texture Type | Enum | The channels of the output texture. Follows an input unless the output format is Manual.Choices: R (u8), RG (u8), RGBA (u8) |
| Texture Size | Vector 2 Int | The size of the output texture in pixels. Follows an input unless the output format is Manual. |
| UV Channels | String | Rearranges the channels of the UV input, as four letters from R, G, B, A, 0 and 1. The first two are used as the coordinates. |
Lookup UV rearranges a texture completely. The UV input is a map. Every pixel of it holds a position in the texture input, and the output pixel at that place gets the color found there. A UV map that runs from black at the top left to red at the right and green at the bottom reproduces the texture as it is. Any other map bends, mirrors, tiles or scrambles it.
Where Displace nudges pixels away from where they were, Lookup UV says outright where each pixel comes from. That makes it the operator for lens effects, projections onto odd shapes and any warp that is easier to draw as a map than to describe as a shift. The map can come from a file, from a generator, or be built out of gradients with Blend and Channel Shuffle.
The coordinates are read from the first two channels of the UV input, red for across and green for down, unless the channels are rearranged. Coordinates past the edge wrap around to the other side.
Keywords: warp, remap, distort, coordinates, uv map, projection, lens