MapProjection

Applies texture coordinates to meshes via a camera projection. In Gaffer, texture coordinates (commonly referred to as UVs) are represented as primitive variables named “s” and “t”.

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.

sName

The name of the primitive variable to store the s coordinate of the projected texture coordinates. This may be changed in order to store multiple sets of texture coordinates on a single mesh.

tName

The name of the primitive variable to store the t coordinate of the projected texture coordinates. This may be changed in order to store multiple sets of texture coordinates on a single mesh.