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Nodes · 3D

Card

3Dv1app

Overview

A plate standing in 3D: an image on a quad at its own aspect. file takes a file path — or the NAME of a 2D node to show that branch live.

How to

How-to

  1. Set file to an image path, or the NAME of a 2D node to show that branch live on the card.
  2. Place it with the transform knobs; columns / rows subdivide it for projection.
  3. Render3D sees it through the camera; a Project3D can throw an image onto it.

Inputs

InputWhat it takes
inthe image this node works on
imgthe image mapped onto this card

Outputs

OutputType
outScene

Parameters

ParameterTypeDefaultWhat it does
txFloat0.0Translate X — position along the world X axis, metres.
tyFloat0.0Translate Y — position along the world Y axis (up), metres.
tzFloat0.0Translate Z — position along the world Z axis, metres. The camera looks down −Z.
rxFloat0.0Rotate around X, degrees.
ryFloat0.0Rotate around Y (turntable), degrees.
rzFloat0.0Rotate around Z (roll), degrees.
sxFloat1.0Scale along X. 1 = unchanged.
syFloat1.0Scale along Y.
szFloat1.0Scale along Z.
fileTextThe image on the card. Easiest: wire any 2D node into the img input instead. Typing works too: a file path (quotes from Copy-as-path are fine) or a 2D node NAME for a live texture.
columnsInt1Horizontal tessellation. 1 is fine for a plain card; a PROJECTION receiver wants 8+ so the baked UVs track the true projection.
rowsInt1Vertical tessellation - same rule as columns.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).

See also

  • The 3D system — How to put geometry, cameras and volumes in the comp — without becoming a 3D application.