Imaging
Image
Image Sampler UV
Extracting coordinates and color information for further processing
Details
ID
imaging-image-image-sampler-uv
Name
Image Sampler UV
Group
Image
Package
Imaging
Keywords
Input ports
| Name | Type | Description | Default Value |
|---|---|---|---|
| Image | Image | Accepts input image data for analysis | |
| Points | Point | UV points (x,y) in domain space |
Output ports
| Name | Type | Description |
|---|---|---|
| Color | Color | Color values in hexadecimal format (#RRGGBBAA) |
| Hue | Number | Hue (0..1; multiply by 360 for degrees) |
| Saturation | Number | Saturation (0..1) |
| Brightness | Number | Brightness / Value (0..1) |
Config ports
| Name | Type | Description | Default Value |
|---|---|---|---|
| T | Any | ||
| C | String | ||
| X | Number | Domain [x0, x1] | |
| Y | Number | Domain [y0, y1] | |
| I | Boolean | Bilinear interpolation |
Extract color data from specific UV points on an image, with domain mapping, tiling, channel selection, and optional bilinear interpolation.
Using Search List
image, sampler, uv, color, analysis.Select from Menu
Image (image) — Type: Image
Accepts the source image to sample.
Points (points) — Type: Point[]
An array of UV points (x, y) in domain space (see Config below). Each point corresponds to one sampled
output.
Tiling (T / tiling) — clamp | tile | flip (default: clamp)
How samples behave outside the image bounds after domain mapping:
clamp: pins to the nearest edgetile: repeats the imageflip: mirrors every other tileChannel (C / channel) — rgba | red | green | blue | alpha (default: rgba)
Which channel(s) to read before converting to outputs.
X Domain (X / xDomain) — [x0, x1] (default: [0, 1])
Maps the U coordinate of your points from this domain into the image width.
Y Domain (Y / yDomain) — [y0, y1] (default: [0, 1])
Maps the V coordinate of your points from this domain into the image height.
Interpolate (I / interpolate) — Boolean (default: false)
Enables bilinear interpolation for smoother sampling between pixels.
Tip: With the default domains
[0,1] × [0,1], UV(0,0)samples the image’s bottom-left and(1,1)the top-right (depending on your image origin; flip Y domain to match your convention).
Color (colorHex) — Type: Color
Hex color #RRGGBBAA at each input point (alpha included).
Hue (hue) — Type: Number
Hue in 0..1. Multiply by 360 for degrees.
Saturation (saturation) — Type: Number
Saturation in 0..1.
Brightness (brightness) — Type: Number
Brightness/Value in 0..1.
Color, Hue, Saturation, and Brightness arrays—each aligned with the input points
order.t in [0,1] → (t, 0.5)), enable *
Interpolate* for smooth gradients, and read Hue to drive geometry colors.[0,1]², set Channel to alpha to use image
transparency as a density mask.x ∈ [0, W], y ∈ [0, H]), set X Domain to [0, W] and
Y Domain to [0, H] for direct mapping.tile for seamless textures; use clamp to avoid wrap artifacts on borders;
use flip to reduce seams when mirroring.Channel selection is applied before conversion to HS(B)V and hex.colorHex includes AA; use Channel = alpha if you only need the alpha mask numerically.[1, 0] (flip) to align with bottom-left UV
conventions.