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This page provides information on Triplanar Texture Mapping.
The VRayTriplanarTex texture allows quick assignment of bitmap and other= 2D textures on objects that do not have suitable UV coordinates. The textu= re works by projecting one or more textures along the object-space axes dep= ending on the surface normals of the shaded object. In the example shown he= re a stone texture was used in the diffuse channel on all 3 axis.
The texture works both for colors and bump maps.
Texture mode =E2=80=93 Specifies whether to use on= e or three textures for the different projection axes.
Same texture on all axes =E2=80=93 Projects the same texture along each local axis.
Different texture on each axis =E2=80=93 Uses a different te=
xture along each axis.
Texture =E2=80=93 Specifies the texture to project= . When the Texture mode is Different tex= ture on each axis, this is the texture for the X axis.
Texture Y =E2=80=93 Specifies the texture to proje= ct along the Y axis when the Texture mode is&nbs= p;Different texture on each axis.
Texture Z =E2=80=93 Specifies the texture to proje= ct along the Z axis when the Texture mode is&nbs= p;Different texture on each axis.
Size =E2=80=93 Adjusts the size of the texture in = scene units.
Blend =E2=80=93 Controls the blend between the dif= ferent projections. Lower values produce sharper transitions between projec= tions.
Frame offset =E2=80=93 Moves the point relative to= which the textures are projected. The 3D space for this offset depends on = the Space parameter.
Texture rotation =E2=80=93 S= pecifies rotation (in degrees) for the projected textures around the respec= tive projection axis. If Random texture rotation = ;is enabled, non-zero components of this parameter specify increments for t= he rotation.
Space =E2=80=93 Specifies the projection space:
Local object =E2=80=
=93 The projection is done in local object space. When the object is moved/=
rotated/scaled, the texture moves with it.
Reference to another =
node =E2=80=93 The projection is done in the local space of a=
nother node in the scene. If no node is specified, world space is used. Thi=
s mode is useful when several objects need to be mapped with the same tripl=
anar texture and to show consistent mapping.
Reference node =E2=80=93 Specifies the node from t= he scene when the Space is Referenc= e to another node. If no node is specified, world space is used.= p>
Use displaced surface =E2=80=93 Uses the displaced geom= etry to calculate triplanar mapping if there is displacement. When disabled= , the triplanar uses the geometry before displacement.
Random texture offset =E2=80=93 Randomizes the tex= ture offset based on the Random mode.
Random texture rotation =E2=80=93 Randomizes the t= exture rotation based on the Random mode. The rotatio= n can be locked to specific increments (i.e. 45 degrees only, or 90 degrees= only) by setting the Texture rotation component= s to the desired increments for the different axes.
Random frame rotation =E2=80=93 Randomly rotates t= he entire projection space based on the Random mode.<= /p>
Random axis =E2=80=93 Randomly permutes the projec= tion axes based on the Random mode.
Random mode =E2=80=93 Specifies how to generate th= e random seed needed for the various randomizations:
By face ID =E2=80=
=93 Computes the seed based on the face material ID of the mesh;
By render ID =E2=80=93 Computes the seed based on the render=
ID of the objects;
By particle ID =E2=80=93 Computes t=
he seed based on the particle ID of the objects;
By instance ID<=
/strong> =E2=80=93 Computes the seed based on the instance ID of the object=
s;
By element =E2=80=93 Computes the seed based on the =
elements order in the object;
By node handle =E2=80=93<=
span> Computes the seed based on the node ID (a unique number assigned to t=
he node when created) assigned.
Mapping source =E2=80=93 Works only with VRayUVWRandomi= zer texture. When enabled, performs mapping randomization based on addition= al modes available in the linked VRayUVWRandomizer texture, e.g. by name, b= y object ID, etc.
Frame offset map =E2=80=93 Allows Random textur= e offset to be controlled by a texture.
Texture rotation map =E2=80=93 Allows Random te= xture rotation and Random frame rotation to be co= ntrolled by a texture.
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T=
exture mode is
Texture mode is D=
ifferent texture on each axis
and different textures were specified for the X, Y, Z axes
This example shows the effect of the Space parameter; t=
he texture used for the projection is a radial gradient map.
This example shows the effect of the different randomization options; th= e Random mode is set to By render I= D and the Space is Re= ference to another node.