This node is for adjusting the UV mapping coordinates of your texture. In many cases you will use it with the "Transform" node. If you have already set a UV map to your object, this node will not make a real change to the UV map. It only behaves according to the type of projection you choose. That is, the UV map in your object will remain as it is. You can also use the projection options of Cinema 4D. If you use Octane projection, Cinema 4D projection will be disabled.
HOW TO USE
Open the Node editor and prepare the setup as you see in the picture below. It's simple to use and you will use this node in many texture operations. As you can see in the picture below, the "Transform" and "Projection" nodes are connected to the checks node after the "Checks texture" Node is assigned to the diffuse channel of the material. "Spherical" was used because our object is a sphere. We will explain the importance of these uses later. Colors were created using the "Gradient Texture" node, since Checks texture does not have a default color parameter. You can find a detailed description of the other nodes used in this example in the relevant sections.
From here you can specify texture projection types. If your object is a simple geometric object, then some of these options behave correctly. For example, if you have a cube object, it makes sense to assign a box projection to this object. However, if you have complex and detailed objects, you have to manually prepare the UV map of your object. Yes we know, it may be very annoying to prepare a UV map, but this process is a must and there is no escape from it. Once you have prepared this UV map, you can choose "Mesh UV" as the projection type. Now let's explain the options in the drop down menu:
Box projection provides a quick way to map a texture on any object without too much distortion, however the seams between the projection planes of the box may be visible in the render depending on the shape of the surface.
Cylindrical projection wraps texture maps on a surface with a cylindrical shape. Cylindrical projection provides a quick way to map a texture on roughly cylindrically shaped surfaces without too much distortion, however the seams of the texture may be visible in the render depending on the shape of the surface
The Mesh UV projection node uses the mesh's UV coordinates to map the texture to the surface. This is the default behavior for all textures so in many cases its unnecessary to use a projection node when mapping a texture based on UVs. The UV set is reserved for future updates.
Perspective mapping takes the world space coordinates and divides the X and Y coordinates by the Z coordinate. This can be a useful way to model a projector (using a texture with this projection as the distribution, with black border mode). It can also be used for camera mapping. We will explain this usage in the "Usage Samples" at the end of the page.
The Spherical projection performs latitude-longitude mapping for the U and V coordinates. You can also this projection for environment textures and IES Light distributions. We will explain this usage in the "Usage Samples" at the end of the page.
The Triplanar Projection node is used in conjunction with a "Triplanar" Node. We will explain "Triplanar" in the relevant section.
xyz to uvw
XYZ to UVW is also known as Planar or Flat mapping. This mapping type takes the coordinates in world or object space and use them as UVW coordinates.
From here you can set which coordinate system "the texture" will use as UVW. There are 2 options: "Object Space" and "World Space". Object Space is based on the local coordinates of your object in the scene. World Space is based on scene coordinates. In texture creation you will often use both of these according to your purpose.
Depending on the type of projection you choose, you can use an object in your scene as a texture transform. The best result will appear when "World Space" is selected in the Position option. We will explain this option in more detail in the "Usage Samples" section.
Depending on the type of projection you choose, you can also make texture transforms from here. It has the same function as the "Transform" node we explained earlier.
Projection texture can be used for many scenarios. It is very useful because of its flexible structure. Now you will see some example usages below.
Texture ProjectION USING EXTERNAL TRANSFORM
Previously we mentioned that you would use any object in the scene as an external texture transform. The "Null" object is used as external transform in the following scene. Thus you can do other transform operations except scale using this "null" object. You can also download and examine the link from the scene.
Dowload the scene from this link.
camera ProjectION USING perspectIve projectIon
Using this projection node you can also make camera or screen projection. You can also download from the link below to view the scene.
Dowload the scene from this link.
usING ProjectION IN envIronment textures
When you use Octane sky, any image source you upload, whether HDR or texture, is used as an automatic spherical map. You can change this behavior by adding a projection node from the Environment Tag. For example, you can play with the environment texture PSR values and get the different render result. The following pictures show this process.