Tri-Planar provides an artist friendly way to map a texture onto a 3D object, without the need of any UV mapping.
The different outputs of the Triplanar node.
Color Textre
Specifies a path to a color texture to use for the mapping. The corresponding output is outColor
.
Float Texture
Specifies a path to a float texture to use for the mapping. The corresponding output is outFloat
.
Height Texture
A height texture used for displacement and height-based blending. The corresponding output is outHeight
.
Mode
As a convenience, the Triplanar node also provides the usual planar projection (albeit with all the bells and whistles of the planar projection).
Scale
The general scale of the mapping. Higher scales will blow up details.
Height-Based Blending
When a height texture is available, it is possible to perform the blending in a more natural way. The images below show how dramatic the improvements can be.
Softness
Tripplanar works by blending textures together using a special algorithm. When Height-Based Blending is Off, this parameter controls the softness of the blend. When Height-Based Blending is On, it controls the size of the region when the blending occurs. Note that softness works in both blending modes (with and without height blending) as shown in the images below.,
Noise Intensity
Increased intensity increase the amount of noise used to blend between the different regions.
Noise Scale
Controls the global scale of the noise used to blend between the different regions.
Tile Removal
Use a special algorithm to remove the repetitiveness seen when a texture is tiled.
This feature will slow down rendering. A texture lookup in this mode is about x7 time more expensive than a normal texture lookup.
Controls the softness of the blending between the tiling.
Offset
Controls how tiles are offset relative to each other. This control can help break undesirable patterns.
Rotation
Amount of rotation to apply to the tiles. The higher the value the more rotational variation.
Scale
The general scale of the pattern.