Warps an input image onto a set of UVs provided by a second image, effectively applying a texture map to the UV image.


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


The output image generated by this node.


Turns the node on and off.


The input image


The method used when accessing pixels outside the input data window.


The filter used to perform the resampling. The name of any OIIO filter may be specified, but this UI only exposes a limited range of 5 options which perform well for warping, ordered from softest to sharpest. Plus the extra “bilinear” mode which is lower quality, but fast.


Whether accurate filter sizes should be computed that take into account the amount of distortion in the size and shape of pixels. Should have minimal impact on warps that mostly preserve the size of pixels, but could have a large impact if there is heavy distortion. Fixes problems with aliasing, at the cost of some extra calculations.


The UV image. The R and G channel are used to provide the U and V values, and these determine the source pixel in the main input image. A UV values of ( 0, 0 ) corresponds to the bottom left corner of the input image, and ( 1, 1 ) corresponds to the top right corner.


Do vectors specify absolute positions in the source image, or relative offsets from the current pixel to the pixel in the source image.


Are vectors measured in pixels, or as fractions of the input image display window ranging from 0 to 1.