Table of Contents

This page provides information on the VRayTexTriPlanar node.

 

Overview


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 three axes.

The texture works for both texture and bump maps.

 

 


 

UI Path: ||Toolbar|| > V-Ray Menu icon > Textures > VRayTexTriPlanar



 

Parameters


 

 

 

Texture mode – Specifies whether to use the same texture for the different projection axes. For more information, see the Texture mode example below.

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.

Texture X/Y/Z – Specifies the texture to project along the axis when the Texture mode is Different texture on each axis.

Scale – Adjusts the scale of the texture. For more information, see the Scale example below.

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

Frame offset – Moves the point relative to which the textures are projected. The 3D space for this offset depends on the Reference space parameter.

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. For more information, see the Texture rotation example below.

Random texture offset – When enabled, randomizes the texture offset based on the Random mode.

Random texture rotation – When enabled, 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 permutes the projection axes based on the Random mode.

Random frame rotation – When enabled, randomly rotates the entire projection space based on the Random mode.

Random mode – Specifies how to generate the random seed needed for the various random calculations:

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.

Reference space – Specifies the 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 node – The projection is done in the local space of another node in the scene. 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.

 


 

Example: Texture mode

 

 


Texture mode is Same texture on all axes



Texture mode is set to Different solid color on each axis
and different colors were specified for the X, Y, Z axes

 


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

 

 

 


 

Example: Scale


 


Scale is 0.05

 


Scale is 0.025

 


Scale is 0.01

 

 

 


 

Example: Blend


 


Blend is 0.1

 


Blend is 0.0

 


Blend is 0.3

 

 

 

 


 

Example: Texture rotation


The examples below all have a Blend value of 1.

 

 


Texture rotation
is 0, 0, 0

 


Texture rotation
is 30, 0, 0

 

 

 


Texture rotation
is 0, 30, 0

 


Texture rotation
is 0, 0, 30