This page contains information about the V-Ray Triplanar Texture in V-Ray for Modo.

 

Page Contents

 

Overview


The V-RayTriplanar 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.

In the example shown here, a stone tile texture was used in the diffuse channel on an object with no UVs.

The texture works both for diffuse (color/pattern) and bump maps.

 

 


 

UI Path: ||Shading viewport|| > Shader Tree > Add Layer button > V-Ray Textures > V-Ray Triplanar

 

Parameters


 

 

 

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 – When Texture Mode is set to Same texture on all axes, this is the texture to project. When Texture Mode is Different texture on each axis, this is the texture for the X axis only. 

 

The Texture Y and Texture Z parameters are accessible in the Schematic view when using Different texture on each axis.

 

 

 

Scale – Scales the texture.

Blend – Controls the blend between the different projections. Lower values produce sharper transitions between projections.

Frame Offset – Moves the point relative to which the textures are projected. The 3D space for this offset depends on the Reference Space parameter.

Frame Offset X – Moves the point relative to which the textures are projected in the X Axis.
Frame Offset Y – Moves the point relative to which the textures are projected in the Y Axis.
Frame Offset Z – Moves the point relative to which the textures are projected in the Z Axis.

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.

Texture Rotation X – Specifies rotation (in degrees) for the projected textures around the X axis.
Texture Rotation Y  – Specifies rotation (in degrees) for the projected textures around the Y axis.
Texture Rotation Z  – Specifies rotation (in degrees) for the projected textures around the Z axis.

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 permutes 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:

By face material ID – Computes the seed based on the face material ID of the mesh.
By object render ID – Computes the seed based on the render ID of the objects.

Reference Space – Specifies the projection space:

Local object – The projection is done in local object space. When the object is moved/rotated/scaled, the texture moves with it.
Reference to another node – The projection is done in the local space of another node in the scene. If no node is specified, world space is used. This mode is useful when several objects need to be mapped with the same triplanar texture and to show consistent mapping. The node is specified in the Reference object parameter that appears in the UI with this mode selected.

 

 


 

Example: Texture Mode

 

 

Texture Mode is Same texture on all axes


Texture Mode is Different texture on each axis
and different textures were specified for the X, Y, Z axes 

 

 

 


Example: Scale


 

Scale is 0.01

 

Scale is 0.005

 

Scale is 0.02

 

 

 


Example: Blend


 

Blend is 0.1

 

Blend is 0.0

 

Blend is 0.3

 

 

 



Example: Texture Rotation


Texture Rotation is 0, 0, 0

 

Texture Rotation is 30, 0, 0

 

Texture Rotation is 0, 30, 0

 

Texture Rotation is 0, 0, 30

 

 



Example: Reference Space


This example shows the effect of the Reference Space parameter; the texture used for the projection is a radial gradient map.

 

 

Reference Space is Local object
the gradient is mapped separately on each sphere

 

Reference Space is Reference to another node
the node is a locator placed in the middle of the spheres.

 

Reference Space is Reference to another node
the locator is moved to the leftmost column of spheres.

 

 

 



Example: Randomizations


This example shows the effect of the different randomization options. Random Mode is set to By Object render ID and Reference Space is Reference to another node.

 

no randomizations

 

Random Texture Offset is enabled

 

Random Texture Rotation is enabled

 

Random Frame Rotation is enabled

 

Random Axis is enabled

 

 


 

Workflow


 

Step 1: Add a V-Ray Material and any texture(s) needed for the scene. Point the texture to the desired V-Ray Material Effect (vmtl Diffuse color in the example below).

Step 2: Add a V-Ray Triplanar Layer, making sure it is above the V-Ray Material and texture in the shader tree group (see hierarchy below).

Step 3: Drag the V-Ray Triplanar and Image layers into the workspace, connecting Texture Color to Texture X.

 

 

Step 4: Set the Projection Type of V-Ray Triplanar's subtexture(s) to UV Map.

 

 

 

Click here to download the scene assets used for this example.

 

Notes


  • The texture locator of the triplanar texture is not used in any way. There is a special Schematic connection slot for a reference object, where any locator (including a texture locator) can be connected to.
  • Similar to 3ds Max, if the "reference space" is set to "reference to another object", but no object is specified, world space is used.
  • The Projection Type of the triplanar texture's sub-textures needs to be "UV map". The specified UV map is not actually used, but this is required for the triplanar texture to modify the sampling of its sub-textures.
  • Currently VRayTriplanar only supports bitmaps when rendering with V-Ray RT GPU.