Page Contents

 

Overview


The TriPlanar 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.

 

 

 

 

Parameters


 



Mode – Specifies whether to use one or three textures for the different projection axes. For more information, please see the Texture mode example below.

One Texture – Projects the same texture along each local axis.
X/Y/Z Texture – Uses a different texture along each axis.

Texture X – The texture to project along the X axis when the Mode is set to X/Y/Z Texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Texture Y – The texture to project along the Y axis when the Mode is set to X/Y/Z Texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Texture Z – The texture to project along the Z axis when the Mode is set to X/Y/Z Texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Size – Adjusts the size of the texture. 

Blend – Controls the blend between the different projections. Lower values produce sharper transitions between projections. For more information, please see the Blend example below.


Texture Transforms




Offset X/Y/Z – Moves the point relative to which the textures are projected.

Rotation X/Y/Z – 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.

 


Randomization




Mode  Specifies how to generate the random seed needed for the various randomizations: For more information, please see the Randomizations example below.

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

Texture Offset – Randomizes the texture offset in texture space. 

Texture Rotation – Randomizes the texture rotation from one object to another in texture space. 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.

Axis – Randomly permutes the projection axes.

Frame Rotation – Random frame rotation (in object or reference space).

 



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: Blend



 

Blend is 0.0

 

Blend is 0.1

 

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: Randomizations

 

This example shows the effect of the different randomization options; the random mode is set to By render ID.

 

no randomizations

 

Random texture offset is enabled

 

Random texture rotation is enabled

 

Random axis is enabled

 

Random frame rotation is enabled

 

 

 

 


 

 

Multipliers



 

 

Mode – Specifies the multiplication mode of the colors. 

Multiplier – Multiplies the RGB numbers for each pixel of the top layer with the RGB number of the corresponding pixel from the bottom layer. The result is a darker picture. 
Blend Amount  Takes each pixel from the top layer if present. Otherwise the bottom layer is used.

Texture X – Specifies a multiplier for the texture loaded in the Texture X slot.

Texture Y – Specifies a multiplier for the texture loaded in the Texture Y slot.

Texture Z – Specifies a multiplier for the texture loaded in the Texture Z slot.

 

Notes


  • Currently TriPlanar only supports bitmaps when rendering with V-Ray RT GPU.