Table of Contents

This page provides information about the TriPlanar node in V-Ray for Cinema 4D.


Overview



The Triplanar node texture allows quick assignment of Bitmaps 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.

It works both for colors and bump maps.

For examples of how some of the parameters look when applied, see the Classic TriPlanar texture page.


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.
Different Texture on Each Axis in Each DirectionUses 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 texture to project along the X axis. When the Texture Mode is set to the default Same Texture on All Axes, this is the texture that is applied.

Texture Y – The texture to project along the Y axis. This option is revealed in the parameters when the Texture mode is not at the default value.

Texture Z – The texture to project along the Z axis. This option is revealed in the parameters when the Texture mode is not at the default value.

Texture -X – The texture to project along the negative direction of the X axis. This option is revealed in the parameters when the Texture mode is set to Different Texture on Each Axis in Each Direction. The input port for this parameter is not visible in the Node Editor by default; it needs to be added manually. See the Adding Input Ports section for more information

Texture -Y – The texture to project along the negative direction of the Y axis. This option is revealed in the parameters when the Texture mode is set to Different Texture on Each Axis in Each Direction. The input port for this parameter is not visible in the Node Editor by default; it needs to be added manually. See the Adding Input Ports section for more information

Texture -Z – The texture to project along the negative direction of the Z axis. This option is revealed in the parameters when the Texture mode is set to Different Texture on Each Axis in Each Direction. The input port for this parameter is not visible in the Node Editor by default; it needs to be added manually. See the Adding Input Ports section for more information

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 – 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.

Reference Object – Specifies the reference object when the Reference Space is set to Reference to Another Object.

Use Displaced Surface – When enabled, uses the displaced geometry to calculate triplanar mapping if there is displacement. When disabled, the triplanar mapping considers the geometry before 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 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.
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 attribute written in the Random User Attribute slot.
Auto – V-Ray determines the best Random Mode to apply.
By Mesh Element – Computes the seed based on the elements' order in the object.
By Node Handle – Computes the seed based on the node ID (a unique number assigned to the node when created).

Random User Attribute – Determines the user attribute that will compute the random seed when the Random Mode is set to By User Attribute.



Adding Input Ports for the Textures in the Negative Directions


The input ports for the Texture -X, Texture -Y, and Texture -Z parameters are not automatically visible in the Node Editor. To add them, right-click on the TriPlanar node and select Add Input > Properties > Parameters > Texture -X/ -Y/ -Z


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