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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.

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Parameters

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

Same texture on all axes One Texture – Projects the same texture along each local axis.
Different texture on each axis X/Y/Z Texture – 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. 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 Texture Mode is set to Different texture on each axis. 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 Texture Mode is set to Different texture on each axis.Scale 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. 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


Texture Transforms

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

Texture 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.

Random texture offset – Randomizes the texture offset based on the Random Mode.

Random texture rotation – Randomizes the texture rotation based on the Random Mode 


Randomization

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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.

Random axis Axis – Randomly permutes the projection axes based on the Random Mode.

Frame Rotation 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, 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.

(in object or reference space).

 

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Example: Texture mode

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Texture Mode is Same texture on all axes

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

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Example: Scale

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Image Removed Scale is 0.005

 

 

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Image Removed Scale is 0.01

 

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Image Removed Scale is 0.02

 

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Example: Blend



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Blend is 0.0

 

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Blend is 0.1

 

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Blend is 0.3

 

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no randomizations

 

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Random texture offset is enabled

 

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Random texture rotation is enabled

 

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Random axis is enabled

 

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Random frame rotation is enabled

 

 

 

 

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Multipliers

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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.

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