Auragen docs
Auragen docs

Getting Started

OverviewInterfaceNode GraphParameters and Controls

Operators

Surfaces

Geometry

PrimitiveMeshImage PlaneExtrude3D GraphReflectorKinect MeshMergeNullCopy GeometryRealizeSwitch (Surface)

Materials

MaterialGlass MaterialBlend MaterialsMapping

Deformers

Transform DeformerNoise DisplaceTexture DisplaceCurl NoiseTurbulence3D PlasmaTwistBendTaperShearWave / RippleRipple (Expanding)SineOcean WaveInflateSpherifyBulgeFlatten (Plain)PushQuantizeDistortion / GlitchBevelMirrorSliceCullColor RampParticle DeformerAudio (FFT)InfectionIsland ClonerCloth Deformer

Physics

Force Affector

Topology

SubdivideSmoothDecimateRemeshBooleanClose HolesExtrude FacesSeparate FacesWireframeFlip Polygons

Lighting

LightSpotlightDirectional LightArea LightEnvironment

Camera

CameraMulticamUV Camera
3D PreviewperformMODE
3D & SimulationSurface Operators

Mapping

Chooses how a material's maps project onto geometry, with tiling, anchor, and tiling-break controls.

The Mapping node has no inputs. Wire its output into a material's Mapping slot to decide how textures land on the mesh.

Mapping

  • Projection: UVs, planar, cubic, spherical, normal, perspective, equirectangular
  • Anchor fixed in world or baked to the mesh
  • Break Tiling hides repetition
  • Found in the node graph under Surfaces → Materials
Example patch — drag onto the app to load

The image on the right is the example patch itself. Drag and drop it onto the app, or load it with File → Load, to open the full graph. A Truchet colour map projected onto a sphere through a Mapping node.

Inputs and outputs

Mapping node

PortTypePurpose
MappingSurfaceWire into a Material's Mapping slot.

Parameters

Mapping parameters
  • Projection — Original UVs, Planar (default), Cubic, Spherical, Normal Face-Map, Perspective, Equirectangular.
  • Coordinates — Local (default), World, Whole System (Cloners).
  • Anchor — Absolute (Fixed in World) (default) or Relative (Bake to Mesh).
  • Tiling — Mirror (default), Repeat, Clamp (Stretch); Cubic Blend.
  • UV Offset X / Y, UV Rotation, UV Scale X / Y, and the projection Rotation X / Y / Z and Move X / Y / Z.
  • Break Tiling with Cell Density, Random Rotation, Cell Blend.

Every slider has a per-parameter animation bar, so it can be animated, audio driven, or MIDI mapped.

Examples

Projector — Projection Perspective, the Mapping's Rotation aimed at the mesh.

Troubleshooting

The texture slides when the object moves — set Anchor to Relative.

Related

Material

Where it plugs in.

SDF Material

Also takes a Mapping.

Blend Materials

Mixes two whole materials across a surface by a mask texture, so one mesh can wear two looks.

Transform Deformer

A rigid move, rotate, and scale of the vertices, limited by the field.

On this page

Inputs and outputsParametersExamplesTroubleshootingRelated