Mapping

TD COMPs / TOPs / 2023 – Present

Mapping, in the context of digital image processing, refers to the process of remapping pixel coordinates to new positions within an image space. Instead of directly altering color or intensity values, mapping focuses on the spatial arrangement of pixels — providing structured ways to manipulate coordinates, distort textures, and create complex spatial arrangements.

These components enable precise control over how images are projected, tiled, and transformed, making them essential tools for everything from texture mapping in 3D environments to procedural pattern generation. The current collection includes coordinate mapping tools such as UV and UVW mapping, which allow for flexible image warping and projection.

Future additions will introduce more advanced tiling methods, such as hex-grid structures and parametric tiling, expanding the possibilities for procedural pattern design and structured spatial transformations.

Index:
UV Map, UVW Map, Hex Grid, UV to Hex Grid, UV Transform

UV Map

2D Coordinate Remapping

This component provides a flexible way to remap pixel positions using a two‐dimensional coordinate system. The input image texture is re‐projected according to U and V coordinates, where U corresponds to the horizontal axis and V corresponds to the vertical axis.

This approach allows for controlled warping, shifting, and reorientation of images — making it a fundamental tool in both image processing and rendering workflows. Whether used for texture projection, procedural pattern design, or creative distortion effects, UV mapping enables a structured method of reshaping how pixels are distributed across the output image.

By defining how input coordinates are mapped to the output space, this UV Map Component acts as a versatile foundation for more complex mapping operations, such as tiling, layering, or non‐linear remapping.

Resources:

Download the .tox files
Texture Coordinates and Texture Sampling
Texture Coordinates by FME
UV Mapping on Wikipedia

Parameters

Sample:

Specifies a TOP input whose resolution will define the output UV Map’s dimensions. Useful for ensuring the UV map matches another texture in size.

Dimensions:

Sets the output resolution manually when no TOP is sampled. Defines the width and height of the generated UV map.

Method:

Determines the coordinate system for the UV map:
Standard (Origin at the bottom‐left corner (0,0)) or
Centered (Origin at the center of the output texture)

Aspect Correction:

Toggles whether the generated coordinates preserve the native aspect ratio of the output texture or are normalized between 0 and 1.


Translate:

Offsets the UV map along the U and V axes, shifting the coordinate space horizontally or vertically.

Rotate:

Rotates the UV map around the pivot point, allowing for reorientation of the coordinate system.

Scale:

Adjusts the size of the UV coordinate space along the U and V axes.

Pivot:

Defines the reference point (U, V) around which transformations such as rotation, translation, and scaling occur.

Outputs

Output 0TOP generated UV map.

Updated4/10/2025


UVW Map

3D Coordinate Remapping

This component extends traditional UV mapping into three dimensions, generating a UVW coordinate field where U corresponds to the horizontal axis, V to the vertical axis, and W to depth. Instead of working in only two axes, the UVW Map allows you to define and manipulate a full three‐dimensional coordinate space for texture projection and spatial mapping.

By incorporating a W axis, this component enables more complex remapping operations such as volumetric textures, layered projections, and triplanar blending. The UVW coordinate field can be rotated along all three axes and stretched or compressed independently, making it a versatile tool for procedural patterning and advanced mapping techniques.

As with UV mapping, the UVW Map operates by re‐projecting the input image into a new coordinate space, but with the additional flexibility of depth‐aware manipulation. This allows for effects and workflows that go beyond simple 2D warping, including pseudo‐3D pattern generation and multi-axis distortions.

Resources:

Download the .tox files
Texture Coordinates and Texture Sampling
Texture Coordinates by FME
UVW Mapping on Wikipedia

Parameters

Sample:

Specifies a TOP input whose resolution will define the output UVW Map’s dimensions.

Dimensions:

Sets the output resolution manually when no TOP is sampled. Defines the width and height of the generated UVW map.

Depth:

Defines the scale of the W axis (depth) in the output UVW Map.

Aspect Correction:

Toggles whether the generated coordinates preserve the native aspect ratio of the output texture or are normalized between 0 and 1.


Translate:

An XYZ offset applied to the UVW coordinate space. Shifts the mapping along the U, V, and W axes.

Rotate:

An XYZ rotation applied to the UVW coordinate system. Allows reorientation of the mapping around each axis.

Scale:

An XYZ scaling factor applied to the UVW coordinate space. Stretches or compresses the mapping independently along each axis.

Outputs

Output 0TOP generated UVW Map.

Updated31/8/2025


Hex Grid

Hexagonal Tiling UV

This component generates a hexagonal coordinate grid, producing a continuous tiling pattern that can be used for procedural mapping, pattern generation, or texture sampling. Unlike a square or rectangular UV layout, the hexagonal grid introduces six‐way symmetry.

Each hexagonal cell is defined within the UV coordinate space, and the number of cells is determined by the Repeat parameter, which controls tiling density along the X and Y axes. The Margin parameter adjusts the spacing between neighboring hexagons, enabling everything from tightly packed honeycomb structures to spaced, modular layouts.

Resources:

Download the .tox files
Texture Coordinates and Texture Sampling

Parameters

Sample:

Specifies a TOP input whose resolution will define the output hexagonal grid’s dimensions.

Dimensions:

Sets the output resolution manually when no TOP is sampled.


Translate:

Offsets the hexagonal grid along the U and V axes, shifting the coordinate space horizontally or vertically.

Rotate:

Rotates the hexagonal grid around the pivot point, allowing for reorientation of the coordinate system.

Pivot:

Defines the reference point (U, V) around which transformations such as rotation, translation, and scaling occur.


Repeat:

Defines the number of hexagonal tiles that will repeat across the U and V axes of the output.

Margin:

Controls the spacing between adjacent hexagons. Increasing this value separates tiles with visible gaps, while decreasing it creates a continuous, tightly packed grid.

Outputs

Output 0TOP generated hexagonal grid.

Updated31/8/2025


UV to Hex Grid

Hexagonal Remapping of UV Space

This component extends the functionality of the standard Hex Grid by allowing any UV Map input to be segmented and restructured into a hexagonal coordinate layout. Rather than generating a tiling pattern from scratch, it adapts an existing UV space — regardless of how warped, scaled, or distorted it may be — and subdivides it into a field of hexagonal cells.

Each hexagon acts as a localized sampling region within the input UV space, providing a way to reinterpret complex or procedural mappings through a structured, six‐way symmetric grid. The result is a UV representation that preserves the original mapping’s topology while imposing a consistent hexagonal tessellation, ideal for generative pattern design, geometric quantization, or stylized image remapping.

Resources:

Download the .tox files
Texture Coordinates and Texture Sampling

Parameters

Repeat:

Defines the number of hexagonal tiles that will repeat across the U and V axes of the output.

Margin:

Controls the spacing between adjacent hexagons. Increasing this value separates tiles with visible gaps, while decreasing it creates a continuous, tightly packed grid.

In‐ / Outputs

Input 0TOP UV map to be remapped.

Output 0TOP generated hexagonal grid.

Updated31/8/2025


UV Transform

2D Coordinate Transformation

Instead of remapping from scratch, the UV Transform component modifies existing UV maps by applying pivot‐based transformations within the UV coordinate space. This provides precise post‐control over how textures or procedural images are projected.

This component is particularly useful in workflows involving chained mappings or layered projections, where incremental adjustments to UV coordinates are needed to align, tile, or animate textures across multiple surfaces. Used in combination with the UV Map or UVW Map components, the UV Transform serves as a flexible intermediary step for refining complex coordinate manipulations.

Resources:

Download the .tox files
Texture Coordinates and Texture Sampling

Parameters

Translate:

Offsets the UV map along the U and V axes, shifting the coordinate space horizontally or vertically.

Rotate:

Rotates the UV map around the pivot point, allowing for reorientation of the coordinate system.

Scale:

Adjusts the size of the UV coordinate space along the U and V axes.

Pivot:

Defines the reference point (U, V) around which transformations such as rotation, translation, and scaling occur.

In‐ / Outputs

Input 0TOP UV map to be transform.

Output 0TOP transformed UV map.

Updated4/10/2025