Imaging

Image

Image Sampler UV

  • 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

image
color
sampler
analysis
color
uv

Input ports

NameTypeDescriptionDefault Value
Image
Image
Accepts input image data for analysis
Points
Point
UV points (x,y) in domain space

Output ports

NameTypeDescription
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

NameTypeDescriptionDefault Value
T
Any
C
String
X
Number
Domain [x0, x1]
Y
Number
Domain [y0, y1]
I
Boolean
Bilinear interpolation

Image Sampler UV

Extract color data from specific UV points on an image, with domain mapping, tiling, channel selection, and optional bilinear interpolation.


Creation method

Two Options for Creating an Image Sampler UV Node

  1. Using Search List

    • Double left-click in the workspace to open the search list.
    • Type keywords: image, sampler, uv, color, analysis.
  2. Select from Menu

    • Navigate to Tools > Image > Image Sampler UV.

Inputs

  • 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.


Config (optional)

  • Tiling (T / tiling)clamp | tile | flip (default: clamp)
    How samples behave outside the image bounds after domain mapping:

    • clamp: pins to the nearest edge
    • tile: repeats the image
    • flip: mirrors every other tile
  • Channel (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).


Outputs

  • 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.


Steps

  1. Create an Image Sampler UV node.
  2. Connect an image to Image.
  3. Provide an array of UV Points (e.g., a grid, curve points, or any list of vectors).
  4. (Optional) Adjust Config: set tiling, channel, domains, and interpolation.
  5. Read Outputs: fetch Color, Hue, Saturation, and Brightness arrays—each aligned with the input points order.

Practical examples

  • Sample along a curve: Convert curve parameters to UV points (e.g., t in [0,1](t, 0.5)), enable * Interpolate* for smooth gradients, and read Hue to drive geometry colors.
  • Texture-driven scattering: Generate random UV points in [0,1]², set Channel to alpha to use image transparency as a density mask.
  • Remap domains: If your UVs are in pixel space (e.g., x ∈ [0, W], y ∈ [0, H]), set X Domain to [0, W] and Y Domain to [0, H] for direct mapping.
  • Edge handling: Use Tiling = tile for seamless textures; use clamp to avoid wrap artifacts on borders; use flip to reduce seams when mirroring.

Notes & best practices

  • Ordering preserved: Output arrays align 1:1 with the input Points order.
  • Color pipeline: Channel selection is applied before conversion to HS(B)V and hex.
  • Alpha awareness: colorHex includes AA; use Channel = alpha if you only need the alpha mask numerically.
  • Performance: Bilinear Interpolate improves quality at a small cost; disable it for large point sets when speed matters.
  • Y-up vs Y-down: If your image origin is top-left, set Y Domain to [1, 0] (flip) to align with bottom-left UV conventions.

See Also

  • Image Sampler (grid scanning)
  • Image Dimensions
  • Image GrayScale
  • Image Edge Detection
  • Image Preview