TYPE: SOP
TITLE: UVTexture SOP

The UVTexture operation assigns texture UV coordinates to the source geometry
for use in texture and bump mapping.

When using one of the spline-based methods, specifying a paste hierarchy in
the group field will propagate the computation of texture coordinates to all
of its nodes. Projection methods will typically yield smoother texture
continuity between pasted surfaces than any of the spline methods. Sometimes
it helps ensuring that pasted features are chord-length parameterized with
the Basis operation.

Note: When the projection type is cylindrical or polar, closed mesh Bezier 
& NURBS surfaces will be opened. At least one row/column of vertices 
will be added (possibly more for NURBS).  This is to prevent poor 
interpolation of texture coordinates at the seam of the join.

Parameters:

    Group           - Subset of geometry to apply texture to.
    Texture Type    - Type of projection to use.
    Projection Axis - Axis to project along, or projection method from splines.
    Camera Name	    - Camera or light to project perspective coordinates from
    Apply to        - Whether the texture is applied to points or vertices.
    Scale           - Scales texture coordinates.                    /su /sv /sw
    Offset          - Offsets texture coordinates.    /offsetu /offsetv /offsetw
    Angle           - Rotates texture coordinates about projection axis.  /angle
    Fix Boundary Seams - Makes sure the texture wraps around correctly

Texture Types:
    Orthographic    - Direct projection from axis
    Polar           - Wrap spherically in axis direction
    Cylindrical     - Wrap cylindrically in axis direction
    Row & Columns   - For geometry constructed as a mesh.  The U coordinates
                      are placed along rows and the V coordinates along
                      columns.
    Face            - Maps a copy of the texture onto every face along its 
                      normal, orienting the texture properly.  However, the
                      map is not scaled to fit each polygon, nor is it
                      distorted by the shape of each polygon.
    Modify Source   - If the source already has texture UV coordinates, they
                      are maintained by may be scaled and offset.
    Uniform Spline  - NURBS and Bezier surfaces only.
                      Samples the basis of each surface uniformly in U and V
                      and assigns those values as texture coordinates to the
                      surface points or vertices.
    Average Spline  - NURBS and Bezier surfaces only.
                      The coordinates of each control vertices Greville point
                      is used as the texture UV.
    Arc Length Spline - NURBS and Bezier surfaces only.
                      Samples the basis of each surface based on surface arc
                      lengths and assigns those values as texture
                      coordinates to the surface points or vertices.
    Perspective From Camera - The texture coordinates are assigned so that
                      the world space of the object can be texutred to fit
                      the projection of the camera exactly.

See also: UVProject, UVQuickShade, UVUnwrap
