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
- Set
fileto an image path, or the NAME of a 2D node to show that branch live on the card. - Place it with the transform knobs;
columns/rowssubdivide it for projection. - Render3D sees it through the camera; a Project3D can throw an image onto it.
Inputs
| Input | What it takes |
|---|---|
| in | the image this node works on |
| img | the image mapped onto this card |
Outputs
| Output | Type |
|---|---|
| out | Scene |
Parameters
| Parameter | Type | Default | What it does |
|---|---|---|---|
| tx | Float | 0.0 | Translate X — position along the world X axis, metres. |
| ty | Float | 0.0 | Translate Y — position along the world Y axis (up), metres. |
| tz | Float | 0.0 | Translate Z — position along the world Z axis, metres. The camera looks down −Z. |
| rx | Float | 0.0 | Rotate around X, degrees. |
| ry | Float | 0.0 | Rotate around Y (turntable), degrees. |
| rz | Float | 0.0 | Rotate around Z (roll), degrees. |
| sx | Float | 1.0 | Scale along X. 1 = unchanged. |
| sy | Float | 1.0 | Scale along Y. |
| sz | Float | 1.0 | Scale along Z. |
| file | Text | The 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. | |
| columns | Int | 1 | Horizontal tessellation. 1 is fine for a plain card; a PROJECTION receiver wants 8+ so the baked UVs track the true projection. |
| rows | Int | 1 | Vertical tessellation - same rule as columns. |
| disabled | Bool | false | Bypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back. |
| label | Text | A note shown under the node in the graph — what this node is FOR. Never affects the render or the cache. | |
| hide_input | Bool | false | Draw 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.