The VRayTriplanarTex 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 metal texture was used in the diffuse channel on all 3 axis. When the texture mode is Different texture on each axisthis is the texture for the X axis.
Lower values produce sharper transitions between projections. The 3D space for this offset depends on the space parameter. If random texture rotation is enabled, non-zero components of this parameter specify increments for the rotation. 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 rotation can be locked to specific increments i. This example shows the effect of the space parameter; the texture used for the projection is a radial gradient map. This example shows the effect of the different randomization options; the random mode is set to By render ID and the space is Reference to another node. All Rights Reserved. Autodesk and Maya are registered trademarks or trademarks of Autodesk, Inc. Linux is a registered trademark of Linus Torvalds in the U.
All other brand names, product names, or trademarks belong to their respective holders.
Quick Search. V-Ray 3. Expand all Collapse all. A t tachments 22 Unused Attachments Page History. JIRA links. This is a legacy documentation space! Please refer to V-Ray Next for 3ds Max for most up-to-date information. This page provides information on Triplanar Texture Mapping. Page Contents. The texture works both for colors and bump maps.
If other maps are incorporated in it, then you will have to add a VRayColor2Bump map directly in the bump slot of the material and pass the VRayTriplanarTex through it to make it work properly.
Linking in the other direction is not recommended.Triplanar texture mapping with normal maps. Posts Latest Activity. Page of 1. Filtered by:.
Previous template Next. Triplanar texture mapping with normal mapsAM. Hello, I am having trouble using triplanar texture mapping with normal maps. Here is my material function: I noticed that for normal maps, half of the sides are wrong. Example: I tried to correct this by inverting UV mapping accordingly on the opposite sides and it works for a cube. For sphere or asteroid it does not yield correct results all the time.
If I have to guess, the problem lies in the blending of the normal maps or something to do with transforming from world to local? How can I use triplanar texture mapping with normal maps? Last edited by tukez ;AM. Tags: normalnormal mapnormals. I managed to get this working mostly. I had to transform the world position and world space normal inputs from World to Local. I also had to transform the normal output from Local to Tangent to get normal maps working correctly.
It is also important to keep the Tangent Space Normals checked in the final material. There are some minor rendering glitches sometimes, like this: Also if I scale an asteroid too much, it starts to show bad stretching. I think this could be countered by just increasing the polycount accordingly, haven't tried though.
Does anyone know how can I fix these rendering glitches? Comment Post Cancel. Should work. EpicForum Style. Yes No. OK Cancel.I made a tutorial about planar mapping previously. A way to improve automatic uv generation is that we do the mapping three times from different directions and blend between those three colors. This tutorial will build upon the planar mapping shader which is a unlit shader, but you can use the technique with many shaders, including surface shaders.
To generate three different sets of UV coordinates, we start by changing the way we get the UV coordinates. Instead of returning the transformed uv coordinates from the vertex shader we return the world position and then generate the UV coordinates in the fragment shader.
In my shader I use xy and zy so the world up axis is mapped to the y axis of the texture for both textures, not rotating them in relation to each other, but you can play around with the way use use those values the way the top UVs are mapped is arbitrary.
After obtaining the correct coordinates, we read the texture at those coordinates, add the three colors and divide the result by 3 adding three colors without dividing by the number of colors would just be very bright.
Having done that our material looks really weird. To fix that we have to show different projections based on the direction the surface is facing. For the conversion of the normal from object space to world space, we have to multiply it with the inverse transposed matrix. Instead we have to make the normal more flat the steeper the surface gets and the inverse transpose matrix does that for us. Then we also convert the matrix to a 3x3 matrix, discarding the parts that would move the normals.
The way we use the inverse transpose object to world matrix is that we multiply the normal with the world to object matrix previously we multiplied the matrix with the vector, order is important here. To check our normals, we can now just return them in our fragment shader and see the different axis as colors. To convert the normals to weights for the different projections we start by taking the absolute value of the normal.
The last thing we add to this shader is the possibility to make the different directions more distinct, because right now the area where they blend into each other is still pretty big, making the colors look messy. To archieve that we add a new property for the sharpness of the blending.
[Tutorial] Triplanar Mapping
Then, before making the weights sum up to one, we calculate weights to the power of sharpness. We make the property of the type range to have a nice slider in the UI of the shader. You can use it in surface shaders for albedo, specular, etc. You can also find me on twitter at totallyRonja. If you liked my tutorial and want to support me you can do that on Patreon patreon. Summary I made a tutorial about planar mapping previously.
Calculate Projection Planes To generate three different sets of UV coordinates, we start by changing the way we get the UV coordinates.Posts Latest Activity. Page of 2. Filtered by:.
Previous 1 2 template Next. Project download link I made a material that maps 3 different textures to an object based on it's xyz world orientation. It really speeds up the texturing process for rocks and other terrain features. I apologize in advance for the audio quality, the mic is from a s Gateway computer.
Last edited by StevePeters ;PM. Reason: Added project download link. Tags: None. Comment Post Cancel. Added material functions:. You could instead just use the World Aligned Blend node, which is basically planar mapping. Originally posted by ambershee View Post. It's a flexible material function with a few static switches that compile out based on what you're doing with it - you can open it right up and see what it's doing.
You could quite happily use one for each planar blend through an axis though. In the end, I wasn't able to use the world aligned blend node. It has a pixelnormalWS node in it that prevents it from working with normal maps or displacement maps. I did figure out how to get the textures to project almost completely without stretching. Here's the slightly modified default UE4 rock that has vertex paintable displaced snow on top. Next up, projection texturing in local space.
Looks fantastic. Will this work with terrains as well; say the height is grass and the sides of the elevations are rock?This tutorial is about supporting triplanar texture mapping.
It uses the FXAA tutorial project as its foundation. This tutorial is made with Unity The usual way to perform texture mapping is by using the UV coordinates stored per-vertex in a mesh.
But this is not the only way to do it. Sometimes, there are no UV coordinates available. For example, when working with procedural geometry of arbitrary shapes. When creating a terrain or cave systems at run-time, it usually isn't feasible to generate UV coordinates for an appropriate texture unwrap.
In those cases, we have to use an alternative way to map textures onto our surfaces. One such way is triplanar mapping. Up to this point, we've always assumed that UV coordinates are available. While we could create alternatives that do not depend on vertex UV, it would be more convenient if our current files could be made to work both with and without UV. This requires a few changes.
When the mesh data doesn't contain UV, then we don't have any UV to pass from the vertex to the fragment program. There are multiple functions that assume the interpolators always contain UV, so we have to make sure that they keep working and compiling.
We'll do that by introducing a new GetDefaultUV function below the interpolator declarations. When no UV are available, it will simply return zeros, otherwise the regular UV. Now we can change all usage of i. I've only shown the change for GetDetailMaskbut it applies to all getter functions. Moving on to My Lightingwe must make sure that all UV-related work in the vertex program is skipped when no UV are available.
This applies to the texture coordinate transformation, and also the default vertex displacement approach. Without UV, there must be another way to determine the surface properties used for lighting. To make this as generic as possible, our include files shouldn't care how these properties are obtained.
All we need is a universal way to provide surface properties. We can use an approach akin to Unity's surface shaders, relying on a function to set all surface properties.
Create a new MySurface. In it, define a SurfaceData struct that contains all surface properties needed for lighting. That's albedo, emission, normal, alpha, metallic, occlusion, and smoothness. We put it in a separate file, so other code can use it before including any other files. But our files will rely on it as well, so include it in My Lighting Input. In My Lightingsetup a new SurfaceData surface variable with the default functions, at the beginning of MyFragmentProgramafter ApplyParallax and before alpha is used.
Then change the alpha code to rely on surface.
Also move InitializeFragmentNormal so the normal vector is handled before the surface is configured. Now rely on surface instead of invoking the getter functions again when determining the fragment's color.
The CreateIndirectLight function also used the getter functions, so add a SurfaceData parameter to it and use that instead. Then add surface as an argument to its invocation in MyFragmentProgram. To make it possible to change how the surface data is obtained, we'll again allow the definition of a custom function. This function needs input to work with. By default, that would be the UV coordinates, both the main and detail UV packed in a single float4.
Alternative inputs could be a position and a normal vector.The general idea is that we map a texture three times with planar maps thus the tri-planar bit along the X, Y, and Z axes, and then blend between these three samples based on the angle of the face, using the one that fits best with the least stretching. So, how do we go about this? If we use the XZ world position of our fragment as the UV coordinate to sample from, it will give us a planar map projecting from the Y axis.
We base this off of the world vertex normal. We can use the absolute value of each axis, so if the surface normal is pointing strongly in the positive or negative Y direction for example, we can blend in more of the texture sample from the Y-projected plane. Terrain: Probably the best use of triplanar mapping, using it with a terrain shader allows you to have steep inclines and more complex shapes than would be possible with just planar mapping.
Rocks: When creating rocks, you can bake normals from a high poly mesh, but use triplanar mapping for the diffuse texture to avoid seams. Trees: Tree trunks and branches can be a pain to UV, and their seams are often very noticeable.
Use a triplanar shader on them to eliminate seams completely. Placeholder assets: Triplanar mapping lets you quickly throw on generic textures or grids on placeholder or WIP assets that may not be UV mapped.
Voxel Rendering: Because voxel rendering procedurally creates geometry, triplanar mapping is an ideal way to generate texture co-ordinates. This gives the same value as if you were able to get the vertex normal directly. For your case, you just want to get the world normal here.
Very nice shader code. Your code gives a better result so i adapted the mapping of my code to yours.
Regions where the texture gets sampled on the same u or v coordinate for multiple times. Do you know a way to completely get rid of such regions?
I used vpos instead of worldpos for uv calculation. Using worldpos gets rid of this striped regions. I believe vpos is the vertex position in object space, while the wpos is the vertex position in world space. In your case, just pass through the vertex position without the transform matrix applied to it from your vertex shader to the pixel shader. If you are very far from the center of the scene, you might be running into some floating point error because the numbers are so large.
Your email address will not be published. Save my name, email, and website in this browser for the next time I comment. Look Ma, no seams! Comments 9. Post Author. Leave a Reply Cancel reply Your email address will not be published.Triplanar mapping is a technique for mapping and blending multiple textures in world space. The advantage of this is that you can use the shader on a terrain, for example, and the textures would map without stretching, even on steep cliffs.
Triplanar mapping can be projected locally as well. Object space triplanar mapping is useful for objects that translate move, rotate, scalebut are not animated. A common way of projecting into world space is to get the local vertex offset and input that into the same algorithm as the world space projection.
To solve this problem, you could project in UV space. This way you have a constant frame of reference. In order to get 3 dimensions of data to work with, you need to turn the UV into a 3D point.
One way is to by turn the UV coordinates into a point on a unit sphere a sphere with a radius of one. Jump to: navigationsearch. Navigation menu Personal tools Create account Log in. Namespaces Page Discussion. Views Read View source View history.
Navigation Main page Recent changes Random page. This page was last modified on 11 Novemberat This page has been accessed 41, times.