The Texture node works similar to the Attribute node, but instead of passing the value directly or by a Groom to the attribute, we extract this value from a texture. This attribute created by the texture can be used in any field of any node in front of it in the graph.
We can use texture sequences to animate any parameter of the graph. There are several applications for this possibility, such as an animation of yarn growth or simulate that the hair gets wet by increasing its clumping.
The format for reading this sequence is the same format used to read a .fur format cache that the Yeti generates. We can use the frame field to manipulate the velocity and offset of this sequence, through multiplications or increments over the global variable F.
Always remember to set the Image Search Path path on the top node of the Yeti. There may be a problem in which the Yeti does not recognize the relative path of the textures folder. In this case, switch the Image Search Path to the absolute path.
Example File: Texture_Sequence.ma
We can use multiple textures in the UDIM format, as explained in the example bellow.
Example File: Textures_UDIM.ma