Overview
The Deep Pixel Texture node uses the UV channels exported by the 3D engine (Blender, Maya, Houdini, Fusion's Renderer 3D) to apply a 2D texture to the rendered geometry. For example, it lets you replace the texture of 3D text or a sign without a re-render.
Different from the Texture 2D node (3D Texture category), which textures the 3D geometry directly before rendering. Here, you work in 2D compositing on the already rendered image.
Where to find this node
- Effects Library:
Tools > Deep Pixel > Texture - Quick add: right-click in the Node Editor →
Add Tool > Deep Pixel > Texture
Texture (Deep Pixel) vs Texture 2D
- Texture 2D (3D Texture category)
- Applies a texture upstream of the 3D render to a material that will be mapped onto the geometry.
- Texture (Deep Pixel)
- Applies a texture downstream of the render through the UV channels. Replaces the original texture on the rendered pixel.
Rule: pre-render → Texture 2D. Post-render (compositing) → Texture Deep Pixel.
Inputs
- Input (orange) - a 2D image containing the UV channels (from a 3D multilayer EXR).
- Texture (green) - the 2D texture to apply (replaces the original texture).
- Effect Mask (blue) - optional.
Setup
Replace the texture of a rendered 3D object:
EXR (RGBA + UV channels) ─┐
│
NewTexture (image) ───────┴── Texture (Deep Pixel)
↓
MediaOut
With offset and scale:
EXR + UV → Texture (U Scale = 2, V Scale = 2,
U Offset = 0.1, V Offset = 0)
→ tiled + offset texture
Animated texture:
Animation (loader sequence) ─┐
│
EXR + UV ────────────────────┴── Texture
↓ MediaOut
= a texture that changes frame by frame on the 3D object
Multi-pass:
EXR + UV → Texture (TextureA for the body)
+ Mask → Texture (TextureB for a limited area)
→ MergeControls tab
- Flip Horizontal / Flip Vertical (buttons)
- Flips the texture horizontally / vertically before applying it.
- Swap UV (checkbox)
- Swaps the U and V channels (rotates the texture by 90°).
- Rotate 90 (checkbox)
- Rotates the applied texture by 90°.
- U Scale / V Scale
- Scale of the texture on each UV axis. >1 = tile (repeated texture), <1 = stretch.
- U Offset / V Offset
- Offset of the texture on each UV axis. Lets you reposition it without a re-render.
Use cases
- Replacing the texture on Text 3D - 3D text rendered with UVs: change the texture of the text without a re-render.
- Texture variants - produce several versions of the same 3D asset with different textures = several Texture nodes in parallel.
- Animated texture on static geometry - a video / animated sequence applied as a texture = dynamic effects on geometry that does not move.
- Offset / tile - adjust the position of a texture without changing the source 3D UV mapping.
- Texture review pipeline - iterate quickly on different textures during a client review.
Tips
- UV channels are required - without U and V channels in the source image, the node does nothing. Enable the UV AOV export in 3D.
- Adapt the texture - the texture must have a UV mapping compatible with that of the 3D asset. Otherwise you get strange offsets.
- Combine it with masks - apply several textures to different parts with an Effect Mask = a multi-zone texture.
- U/V Scale 1.0 by default - start at 1 and adjust if you want tiling / stretching. Too far off = an artificial look.
- Neutral performance - Texture Deep Pixel is a simple UV lookup. No significant cost compared to native 3D rendering.
- For complex material changes (specular, normal, roughness), you either have to re-render in 3D or use several Texture nodes, one per pass.
