This page contains information about the V-Ray Triplanar.
The V-Ray Tripanar texture allows quick assignment of bitmap and other 2D textures on objects that don't have suitable UV coordinates. The texture works by projecting one or more textures along the object-space axes depending on the surface normals of the shaded object.
The texture works both for colors and bump maps.
||mat Network|| > V-Ray > Procedural Textures > V-Ray TriPlanar
The V-Ray TexTriPlanar node provides inputs that correspond to the parameters in the section below.
Texture Mode – Specifies whether to use one or three textures for the different projection axes.
Same Texture On All Axes – Projects the same texture along each local axis.
Different Texture On Each Axis – Uses a different texture along each axis.
Texture X – The texture to project along the X axis when the Texture Mode is set to Different Texture On Each Axis.
Texture Y – The texture to project along the Y axis when the Texture Mode is set to Different Texture On Each Axis.
Texture Z – The texture to project along the Z axis when the Texture Mode is set to Different Texture On Each Axis.
Scale – Adjusts the size of the texture. For more information, please see the Scale example below.
Blend – Controls the blend between the different projections. Lower values produce sharper transitions between projections. For more information, please see the Blend example below.
Frame Offset – Moves the point relative to which the textures are projected.
Texture Rotation – Specifies rotation (in degrees) for the projected textures around the respective projection axis. If Random Texture Rotation is enabled, non-zero components of this parameter specify increments for the rotation. For more information, please see the Texture Rotation example below.
Random Texture Offset – Randomizes the texture offset based on the Random Mode.
Random Texture Rotation – Randomizes the texture rotation based on the Random Mode. The rotation can be locked to specific increments (i.e. 45 degrees only, or 90 degrees only) by setting the Texture Rotation components to the desired increments for the different axes.
Random Axis – Randomly changes the projection axes based on the Random Mode.
Random Frame Rotation – Randomly rotates the entire projection space based on the Random Mode.
Random Mode – Specifies how to generate the random seed needed for the various randomizations: For more information, see the Randomizations example below.
Face Material ID – Computes the seed based on the face material ID of the mesh.
Object Render ID – Computes the seed based on the render ID of the objects.
Particle ID – Computes the seed based on the particle ID.
Instance ID – Computes the seed based on the instanced ID.
User Attribute – Computes the seed based on the used attribute ID.
Auto – Computes the seed based on a unique and random ID for each object.
User Attribute – Specifies which user attribute to use the randomization source when
Reference Space – Specifies the space that the projection takes place in. You can choose between Local Object and Reference Transform.
Reference Transform... – The reference object's world transform, when the reference space is set to reference object(Node). If this parameter is missing, world space is used.
Example: Texture mode
Texture mode = Same texture on all axes
Texture mode = Different texture on each axis
and different textures were specified for the X, Y, Z axes
Example: Texture Rotation
This example shows the effect of the different randomization options; the Random mode is set to By render ID and the space is Reference transform.
- Currently V-Ray TriPlanar only supports bitmaps when rendering with IPR GPU.