Overview
Texture 2D takes a 2D image and turns it into a material you can apply to a 3D MaterialInput. It adds the U/V Map metadata the renderer needs to position the texture correctly on the object's surface.
Unlike UV Map 3D, which generates procedural UVs (Planar, Cylindrical, Spherical…), Texture 2D uses the geometry's existing UVs and lets you offset/scale them.
Where to find this node
- Effects Library:
Tools > 3D > Texture > Texture 2D - Quick add: right-click in the Node Editor →
Add Tool > 3D > Texture > Texture 2D
Inputs
- Image Input (orange) - required. Source 2D image (from a
Loader,MediaIn, or any 2D node).
Setup
Loader (texture.png) ──→ Texture 2D ──→ Blinn (Diffuse Texture) ──→ Shape 3D
This chain is useful when you want precise control over the texture's offset or scale on the object.
Controls tab
- U / V Offset
- Moves the texture along the U and V axes. Positive = move right / up, negative = the opposite. Animatable to scroll a texture.
- U / V Scale
- Changes the texture size in each direction. > 1 = smaller texture (multi-tile), < 1 = stretched texture.
- Wrap Mode
- Behavior when the texture goes outside its [0, 1] UV range. See the dedicated section.
- Texture Filtering Mode
- Filtering algorithm. See the dedicated section.
Wrap Mode: edge behavior
- Wrap
- Tiles the texture. The texture repeats identically beyond the normal UV range. Useful for seamless textures.
- Clamp
- Extends the edge pixels to infinity. A "stretched" effect at the edges. Useful to avoid tiling on non-seamless textures.
- Black
- Areas outside the range turn black. Lets you clearly see where the texture ends.
- Mirror
- Mirrors on each repetition (each tile is the reverse of the previous one). Avoids visible seams without a truly seamless texture.
Texture Filtering Mode
- Nearest - fast, visible pixelation when zoomed in. For pixel art or previews.
- Bilinear - standard, smooth interpolation. A good compromise.
- Trilinear - better for downscaling (when the object is far away).
- Anisotropic - higher quality on surfaces seen in perspective. Recommended for the final render.
- SAT - Summed Area Table. Maximum quality, more memory hungry.
Texture 2D vs UV Map 3D
- Texture 2D (this node)
- Uses the object's existing UVs. Adjusts Offset / Scale on those UVs. Simple.
- UV Map 3D
- Generates new UVs procedurally (Planar, Cylindrical, Spherical, CubeMap, Camera, XYZ to UVW). More versatile. Often faster according to the official documentation, and it offers onscreen controls.
Rule: Texture 2D if the object already has good UVs and you just want to adjust them. UV Map 3D if you want to generate UVs or the imported object has none.
Use cases
- Tiled texture on a floor - Texture 2D with a high U/V Scale (5, 10…) and Wrap Mode = Wrap = repeated tiles.
- Scrolling texture animation - animate U Offset to scroll a texture horizontally. A "conveyor belt" or "flowing river" effect.
- Reversible pattern (mirror) - Wrap Mode = Mirror on a simple texture produces symmetrical patterns without building a seamless texture by hand.
- UV debugging - Wrap Mode = Black to see exactly the area covered by the texture (out-of-range areas turn black).
- Reusing the same texture on several objects - connect a Loader to several Texture 2D nodes with different Offset/Scale per object → same source, different results.
- Anisotropic for the final render - on a road or floor seen in perspective, Anisotropic avoids shimmering artifacts in the distance.
Tips
- UV Map 3D is often better - the official documentation suggests UV Map for speed and onscreen controls. Texture 2D is still useful for fine adjustments on existing UVs.
- Animate U Offset = a scrolling texture without changing the object. Perfect for "conveyor belt" or "animated neon" effects.
- Wrap Mode = Wrap by default for tiling. Use Clamp/Black/Mirror only for specific cases.
