
The Transfer Texture node
When to use it
Resamples one mesh's textures into another mesh's UV layout by spatial correspondence, and it is the UDIM-aware one. Multiple source and target tiles work here, which Bake Maps and Project Texture deliberately do not do. The target's tiles each get their own output pin.
How to use it
- 1
Connect the textured source mesh and the target mesh
- 2
Set the resolution and the two UV channels
- 3
Click Apply
Pins
| Pin | Type | Description |
|---|---|---|
Mesh |
Mesh | The mesh the incoming texture belongs to. |
Target |
Mesh | The mesh you want the texture rebuilt for. Its UVs decide the output layout. |
Texture |
Asset | The source mesh's texture. If the mesh is laid out across several UDIM tiles this covers the lowest one, and a pin appears for each of the others. |
Settings
| Setting | Type | Description |
|---|---|---|
Texture Resolution |
Whole number | Size of each output tile, in pixels. |
Source UV Channel |
Whole number | Which UV channel on the source mesh the incoming texture is laid out in. |
UV Channel |
Whole number | Which UV channel on the target mesh the result is written into. |
Max Distance |
Number | How far a point on the target may sit from the source surface and still pick up colour, in world units. Too low and whole regions come out empty. Too high and a texel reaches across a gap and grabs the colour off the wrong side of a fold. |
Filter Quality |
Choice | How the source texture is sampled. |
Bicubic Sharpness |
Number | Shapes the bicubic filter. Despite the name, low values are the sharp end and can ring along hard edges; high values are the soft end. |
Fill Gaps |
True/False | Bleeds colour outward into empty pixels so UV seams do not show a dark edge. |
Gap Fill Iterations |
Whole number | How far the bleed reaches, in pixels. |
Learn more
| Texture transfer with Mesh Morpher Graph | Read the walkthrough on meshmorpher.com | https://meshmorpher.com/blog/texture-transfer-with-mesh-morpher-graph |
Available in Mesh Morpher Graph and Mesh Morpher Studio.