
To ensure continuity between the texture space of adjacent surfaces insert a Basis SOP before the Texture SOP and toggle Concatenate on to merge the spline bases in U and/or V. the basis) of each surface uniformly in U and V and assigns those (u,v) values as texture coordinates to the surface points or vertices.

You can offset and scale them, however, using Scale and Offset. Modify Source modify - If the Source already has texture UV coordinates, they are maintained.It is best suited to texturing objects that represent chunks of rock and brick, as the textures will likely not match at the edges between polygons. If the geometry changes in size in object space, the texture does not "stick" to the geometry. However, the map is not scaled to fit each polygon, nor is it distorted by the shape of each polygon. The map is graphically projected to each face along its normal, so the texture is oriented properly for each face. You should make points unique using a Facet SOP, before using this function in the Texture SOP. Face face - Maps a copy of the texture onto every face.This is good for texturing curved meshes such as car fenders where you cannot project from any one axis. The U coordinates are placed along rows, and the V coordinates along columns. Row & Columns rowcol - For geometry constructed as a mesh (Grid, Sphere, Tube, Skin, and Sweep).Cylindrical cylin - Wrap cylindrically in Projection Axis direction.Equirectangular Outside (Spherical Polar) equirectangularout - Applies corrdinates to properly apply an equirectangular texture map to the outside of an object.Equirectangular Inside (Spherical Polar) equirectangularin - Applies corrdinates to properly apply an equirectangular texture map to the inside of an object.XYZ Position xyzposition - The XYZ position of the vertices will be copied into the UVW values.Orthographic texture - Direct projection from Projection Axis.This is to prevent poor interpolation of texture coordinates at the seam of the join. At least one row/column of vertices will be added (possibly more for NURBS<). Note: When the projection type is Cylindrical or Polar, closed meshes, Bzier & NURBS surfaces will be opened. Spline types: Uniform, Chord Length, and Average - seams fixed in u and v.The following texture types require fixing of seams:

It is required whether textures are applied to vertices or points, and it's done in u, v, or both. The seam fixing is done after computing the texture coordinates. Explicit unrolling, using the Primitive SOP, is not required. Thus, unrolling does not change the point count, nor does it allow cracks to appear further down the road. Unrolling a wrapped primitive turns it into an open primitive whose new vertices use the same points as the vertices they have been uniqued from. If a texture type requires fixing of seams and the texture is applied to vertices, the wrapped primitives are unrolled before computing the texture coordinates. NOTE: the following discussing pertains only to face and hull primitives.
