Trapcode Mir

Texture Group

The Texture group lets you select a color texture and map it over the mesh or OBJ model.

Texture Layer pop-up

Selects the layer in the current comp to use as texture. This can be any layer on the Timeline, including text, shape and video layers as well as Adobe Illustrator files.

Note: When using a text layer as a Texture layer, be sure that your text size is large and that you choose the Texture Filter > Linear setting for smoother anti-aliased edges on the text.

Another way to set the texture within Mir is to assign a layer in the Timeline. Ideally, you will want to precomp your texture layer, then drag it into the Timeline and hide its visibility. The colors and animation within your custom precomp texture layer will be reflected in the Mir plane. This can produce some very interesting results when combined with the Fractals controls.

Textures take up memory from the GPU, so try to keep them as small as possible. They are supported in that the pixel can be fully On or fully Off in the texture. Be careful with layers that have semi-transparent pixels. These will work okay if you’re in the Density shader mode with the Blend mode set to Add. But Phong mode doesn’t really support semi transparent textures and this could cause artifacting on the edges of your layer.

You may need to adjust the size of the Mir plane when using a custom texture layer to get the desired results that match your original layer. Again, turning down the Fractal Amplitude is helpful when trying to accurately adjust this layer.

Texture Layer with a precomped text layer.

Texture Mapping pop-up

Defines how the texture contorts itself prior to its application to your mesh.

Note that these settings are best used with pre-distorted imagery that is ready to be mapped onto an object. Think of how flat maps of the earth need to have distortions in order to properly relay their spherical counterpart, these Texture Mapping options are essentially translating any distortions your texture layer may have onto your mesh.

  • UV maps the texture onto any detected UV mapping of the mesh Mir has been assigned to. If there isn't a UV map detected, this behaves identical to the Front setting.
  • Front maps the texture onto the mesh without any distortions.
  • Side splits the texture height-wise, creates a mirror image across from each half, and tiles them horizontally. Use this for any texture that was meant to be applied to the side of an object.
  • Top stretches the median of the texture around the center of the front-facing part of the mesh (as though it were the top of it) leaving everything beneath it undistorted.
  • Cube, Sphere, Cylinder stretches the texture around the mesh as though it were a Cube, Sphere, or Cylinder.
  • Camera Projection projects your texture onto the mesh, whatever shape it is, directly from a camera within your composition named "PROJECTOR."
    • Projection Camera lets you choose the name of the camera within your composition when Camera Projection is selected from Texture Mapping.


Adjusts how many sample points are used from the texture. Greater values equal more sample points, while lower values equal less sample points-- note that more sample points will likely result in higher render times.

Texture Filter pop-up

Lets you choose a Linear setting which can assist in smoothing out the texture by sub-sampling inside of the texture and averaging out the pixels. The Multisample control under Shader may help with smoothing as well, if anti-aliasing is occurring.

There are three Texture Filter modes:

  • Nearest: This refers to how the image is scaled up in relation to the mesh. Nearest means no filtering of pixels is done, instead only the nearest pixel is always chosen. It should be used when the texture layer is about the same size in pixels as the mesh but has text or something similar that must be clearly read. Some unwanted jagged edges could occur if the selected layer is much smaller than the mesh or when using text as a Texture layer.
  • Linear: Linear sampling averages the layer’s pixels when scaling up to create smoother gradients within the image and prevent antialiasing. When set to Linear, Mir will sub-sample inside of the texture and average out the pixels.
  • Solid Face: Solid Face uses colors from the texture to assign a single, solid color to each face of the geometry.

The Anisotropic property allows you to increase the apparent sharpening of the texture. This can be useful when using textures with fine details.

Texture Offset X, Y: Offsets the texture's position in relation to the geometry. Since the texture layer is 2D, only X and Y coordinates can be adjusted.

    Texture Scale X, Y: Lets you create smaller repeated patterns of the texture map for greater detail in the texture. For example, at a value of 5, the texture will be repeated 5 times on that axis.