Importer Reference
Texture Handling
How the importer maps glTF sampler wrap modes and UV channel overrides to Maya texture nodes.
Sampler Wrap Modes
The importer reads the wrapS and wrapT sampler values from each glTF texture and applies them to the Maya texture nodes automatically. No import option controls this — it applies regardless of the selected shader type.
| glTF Wrap Mode | place2dTexture (file node) |
aiImage node |
|---|---|---|
REPEAT (10497) |
wrapU / wrapV = 1 |
swrap / twrap = 0 |
CLAMP_TO_EDGE (33071) |
wrapU / wrapV = 0 |
swrap / twrap = 2 |
MIRRORED_REPEAT (33648) |
mirrorU / mirrorV = 1 |
swrap / twrap = 3 |
KHR_texture_transform UV Channel Overrides
When a texture carries a KHR_texture_transform extension with a texCoord field, the importer reroutes that texture to the corresponding Maya UV set. A texCoord value of 0 maps to map1, 1 maps to map2, and so on.
This per-texture UV channel override is separate from the mesh-level UV set assignment. It allows individual textures in the same material to sample from different UV sets, matching the glTF specification's per-texture UV set selection.
When any KHR_texture_transform data is present on a texture (offset, rotation, scale, or a texCoord override), the importer connects a place2dTexture node to supply the transform — even when usePlace2dTexture=0 and the primary shader node is an aiImage.