---
title: "PxrManifold3D"
canonical: "https://rmanwiki-25.pixar.com/space/REN25/20416288/PxrManifold3D"
format: markdown
---
This nodes allows artists to place patterns using a 3D projection as opposed to a 2D solution often used for textures reliant on UVs. This allows selection of Pref (for deforming meshes) and specification of a coordinate system to transform to. 

### Input Parameters

#### Scale

Scale the frequency of the feature uniformly in 3D.

#### Use

Select the type of position you want to use.


|  | **Usage** | **Value** | **Default variable** |
| --- | --- | --- | --- |
| **Current position: P** | Use the current (displaced) surface position | `0` | `P` |
| **Undisplaced position: Po** | Use the surface position <u>before</u> it was displaced | `1` | `Po` |
| **Deform : __Pref** | Use a reference position primitive variable in object space | `2` | `__Pref` |
| **Deform & transform: __WPref** | Use a reference position primitive variable in world space | `3` | `__WPref` |


> ⚠️ You can only use ** **`__Pref`** ** and ** **`__WPref`** ** if these primitive variables have been attached to your geometry using your bridge product. Typically known as a Reference or Rest pose. Note that these are just names, the underlying bridge product provides the data as named, not the pattern node. If using a procedural such as Alembic, be sure the data has Pref baked into the objects on export.

##### Why use the un-displaced position ?

When using the same 3d noise in the BxDF and the displacement, you should use Po to make sure the patterns are lining up.

> Macro (before-after-slider-macro-v2)

 > Macro (before-after-slider-macro-v2)

 > Macro (before-after-slider-macro-v2)



                                   Bad: using P                                                                   Good: using Po                                                                       Left: P Right: Po

#### Pref

Name of geometry Pref (Maya uses __Pref and __WPref). 

> ⚠️ This field is only used when **Use** is set to "**Deform : __Pref" **or** "Deform & transform: __WPref" **.
> ⚠️ 
> ⚠️ If left empty, we assume either `
> ⚠️         __Pref
> ⚠️       ` or `
> ⚠️         __WPref
> ⚠️       `, based on the current **Use** settings.

#### Coordinate System

Name of a coordinate system transform to apply to the manifold. (Maya calls these place3d nodes).

> ℹ️ If left empty, we use the position in <u>object-space</u>, as this is what you need for *non-deforming* objects.

#### Warp

Connect a noise or texture to warp the domain

#### Warp amount

Slider control the amount of warp

### Output Parameters

#### result

The 3D manifold.

#### resultX

A float representation of the X component of the manifold.

#### resultY

A float representation of the Y component of the manifold.

#### resultZ

A float representation of the Z component of the manifold.