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07-848 2005

V-Ray for Rhino

V-Ray Texture Placement UV Channel

This page provides information about the Texture Placement UV Channel Component in V-Ray for Grasshopper.

Last updated 18 May 2026

This page provides information about the Texture Placement UV Channel Component in V-Ray for Grasshopper.

Overview

The Texture Placement UV Channel component is used as an UVW input of a Bitmap or Gradient texture component to control the texture placement in object's UV space.

Input Parameters

Channel (Integer) – Specifies the index of the mapping channel data to use. A value of 1 takes the first available channel.

Repeat (Vector) – Determines how many times the texture is repeated in the 0 to 1 square.

Offset (Vector) – Controls the texture offset in the U and V direction.

Rotation (Number) – Rotates the texture (in degrees).

Tile (Boolean) – Specifies whether the texture is tiled along the U and V axes.

Mirror (Boolean) – Specified whether the texture is mirror-wrapped along the U and V axes.

Output Parameters

UVW (Generic Data) – Texture placement in object's UVW space. The output is connected to the UVW Placement input of a V-Ray Bitmap or V-Ray Gradient component.

Example:

Download the GH definition here.

UVW Placement: Rotation = 0

UVW Placement: Rotation = 45