Distort an input texture according to a grid control point.
The Warp Grid box distorts an input texture according to a grid control point.
General Use Case: The Warp Grid is useful at the end of the texture pipeline to map the output into a curved projection surface.
While selected, this box recognizes the following shortcuts:
- F1: Quick Help
- Ctrl+I: Reset grid to initial value
- Drag: Select a group of points.
- Ctrl+Drag: Scale on the X or Y axis a group of point or a line.
- Mouse Wheel; Zoom in and out on the texture in the Preview.
- Mouse Middle button: move the texture in the Preview.
- R: Reset the zoom of the texture in the Preview.
|Crop Surface||Zone||Receives and overrides the Crop Surface.|
|Texture||2D Texture||Receives the texture to warp.|
|Texture||2D Texture||Outputs the distorted texture.|
|Grid Resolution||Int2||Sets the grid resolution.|
|Interpolation Mode||String||Chooses between Curved or Linear interpolation between two warp points. Use Linear to minimize effect range, use Curved to maximize smoothness.|
|Sub-Tesselation||Int||Sets the Sub-Tessellation of the grid. Sub-tessellation improves image quality for Curved interpolation, but can reduce the frame rate if too high.|
|Show Sub-Tesselation||Toggle||Shows the sub-tessellation used to distort the texture.|
|Enable Crop Surface||Toggle||Enables the cropping of the inputted texture before the warping.|
|Enable Input Pin : Crop Surface||Toggle||Enables the Crop Surface Input Pin.|
|Crop Surface||Zone||Sets the Crop Surface created in the Surface Editor.|
|Set Format||Toggle||Allows the box to change the format of the outputted texture. Once enabled, this creates a new memory allocation for the texture created.|
|Format||String||Sets the format of the outputted texture. RGBA 8 bits is the common format. RGBA 16 bits allows negative vector calculation and is mostly used for simulation. RGBA 32 bits allows high precision but may negatively affect the FPS and the Grayscale has only the Red component.|
|Format Components||String||Sets the Components used for the outputted texture.|
|Format Component Bit Depth||String||Sets the Bit Depth of the outputted texture. 8 bits is the common format, 16 bits allow negative vector calculation and is mostly used for simulation, 32 bits allow high precision but may negatively affect the FPS.|
|Format Component Type||String||Sets the pixels value type depending on the Bit Depth.|
|Set Resolution||Toggle||Allows the box to change the resolution of the outputted texture. Once enabled, this creates a new memory allocation for the texture created.|
|Resolution Mode||String||Sets the Resolution Mode. Canvas uses the project configuration settings, Custom uses local setting resolution not shared with other box and Project Aspect Ratio uses the project aspect ratio and proportionally scales the height and width. The parameter chooses the reference Canvas setting the resolution of the outputted texture.|
|Canvas||2D ResolutionRef||Chooses the reference Canvas and sets the resolution of the outputted texture.|
|Maximum Resolution||Int||Sets the maximal resolution of the X-axis and calculates the resolution of the Y-axis based on the aspect ratio of the Content Canvas.|
|Lock Aspect Ratio||Toggle||Locks the Aspect Ratio for Custom resolution.|
|Aspect Ratio||2D ResolutionRef||Chooses the reference Canvas for the aspect ratio.|
|Size XY||Int2||Sets the size in pixels of the outputted texture.|
Current documentation version: 2.1.0.