MapProjection

Applies texture coordinates to meshes via a camera projection. In Gaffer, texture coordinates (commonly referred to as UVs) are represented as primitive variables.

user

Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.

out

The processed output scene.

enabled

The on/off state of the node. When it is off, the node outputs the input scene unchanged.

in

The input scene

filter

The filter used to control which parts of the scene are processed. A Filter node should be connected here.

camera

The location of the camera to use for the projection.

position

The primitive variable that provides the position to be used in the projection.

uvSet

The name of the primitive variable used to store the projected UV coordinates. This may be changed to store multiple sets of UVs on a single mesh.