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code/TextureTexel

Reads one pixel of a texture, at the pixel this tex/Builder is writing.

Texture

Connect a texture, from a code/TextureInput (a picture wired into the tex/Builder) or a code/Param set to NodePath, and this node reads it at the pixel being written, exactly, with no blending. Move the read with offsetX and offsetY, in whole pixels: an offset of 1, 0 reads the pixel to the right, 0, -1 the pixel above, -1, 1 the one down and to the left. Nine of these nodes read a pixel and its eight neighbours, which is what a blur, an edge detector or a reaction-diffusion step needs.

In a 3D tex/Builder, a 3D texture is read at the voxel being written, and offsetZ moves the read along z as well: 27 of these nodes read a voxel and its 26 neighbours. A 2D picture in a 3D builder is read at the voxel's x and y, the same on every slice, and offsetZ is not used. A 2D builder cannot read a 3D texture: the build is refused with a message.

borderMode says what is read past the edge of the texture, on each axis. CLAMP repeats the edge pixels. TRANSPARENT reads transparent black. REPEAT reads the opposite side, so a picture that tiles keeps tiling, which a simulation on a tile needs. MIRROR reads the picture flipped at its edge.

A picture from code/TextureInput comes out in linear light, whatever it holds. The pixel is counted in the tex/Builder's own picture, so when input 0 is wired the two are the same size and pixel for pixel. A texture of another size is read pixel for pixel from its corner, unless stretch is on: it is then stretched over the whole picture, and the pixels around the place read are blended, so a small map, even of one pixel, covers a large picture. To read at any uv, use code/TextureSample2D, or code/TextureSample3D for a 3D texture.

Parameters

Name Type What it does
offsetX SInt32 How many pixels to the right of the pixel being written to read. Negative reads to the left.
offsetY SInt32 How many pixels below the pixel being written to read. Negative reads above.
offsetZ SInt32 How many voxels further along z than the voxel being written to read, in a 3D texture. Negative reads nearer. Greyed out when the texture is a 2D picture, which has no z.
borderMode UInt8 CLAMP · TRANSPARENT · REPEAT · MIRROR What is read past the edge of the texture. CLAMP: the edge pixels repeat. TRANSPARENT: transparent black. REPEAT: the opposite side of the texture, for a picture that tiles. MIRROR: the picture flipped at its edge.
stretch Bool Off: the texture is read pixel for pixel, from its corner, whatever its size. On: a texture of another size is stretched over the whole picture, blending its pixels around the place read; the offsets then count the texture's own pixels. A texture of the picture's size reads the same either way.

See also

This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.