Table of Contents

This page provides information about the V-Ray Triplanar utility texture in V-Ray for Cinema.


Overview


The V-Ray Triplanar utility texture allows quick assignment of bitmaps and other 2D textures to 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.


UI Path: ||V-Ray Node Editor|| > Shader > Add > Texture Utilities V-Ray Triplanar


 


Properties


Texture Mode – Specifies whether to use one or three textures for the different projection axes. See the example.

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.
Different Texture on Each Axis in Each Direction – Uses a different texture for each axis and in each direction - positive and negative. This mode requires the Legacy Blend Method. This mode is a work in progress. 

Texture X – The color on the X axis when the Texture Mode is set to Different Texture on Each Axis. Otherwise, this texture is projected onto all axes.

Texture Y – The texture to be projected along the Y axis when the Texture Mode is set to Different Texture on Each Axis.

Texture Z – The texture to be projected along the Z axis when the Texture Mode is set to Different Texture on Each Axis.

Texture Negx – The texture to be projected along the negative direction of the X axis when the Texture Mode is set to Different Texture on Each Axis in Each Direction.

Texture Negy – The texture to be projected along the negative direction of the Y axis when the Texture Mode is set to Different Texture on Each Axis in Each Direction.

Texture Negz – The texture to be projected along the negative direction of the Z axis when the Texture Mode is set to Different Texture on Each Axis in Each Direction.

Blend Method – Determines the method for blending the different textures.

Legacy – The Legacy blend method has a smaller falloff radius, creating a sharper blend between the textures. Use this method when implementing a Different Texture on Each Axis in Each Direction.
Improved – The Improved Blend Method increases the falloff radius, which creates a better-quality blend effect. We recommend this method for most scenarios. The Improved Blend Method is currently incompatible with the Texture Mode Different Texture on Each Axis in Each Direction

Size – Adjusts the size of 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. 

Texture Rotation Map – 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.

Reference Space – Specifies the type of 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 Object – The projection is done in the local space of another object in the scene. If no reference object 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.

Use Displaced Surface – When enabled, uses the displaced geometry to calculate triplanar mapping, if there is displacement. When disabled, the triplanar considers the geometry before the displacement.

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: 

By face 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;
By particle ID – Computes the seed based on the particle ID of the objects;
By instance ID – Computes the seed based on the instance ID of the objects;
By user attribute – Computes the seed based on the user attribute ID.
Auto – Computes the seed based on a unique and random ID for each object.
By mesh element – Computes the seed based on the elements' order in the object;
By node handle – Computes the seed based on the assigned node ID (a unique number assigned to the node when created).



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