Texture mode – Specifies whether to use one, three or six textures for the different projection axes. For more information, please 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. Different texture on each axis in each direction – Uses a different texture on all axes, including the negative direction ones. Texture X – The texture to project along the X axis when the texture mode is set to Different texture on each axis. Texture Y – The texture to project along the Y axis when the texture mode is set to Different texture on each axis. Texture Z – The texture to project along the Z axis when the texture mode is set to Different texture on each axis. Texture −X 1 – The texture to project along the negative X axis when the texture mode is set to Different texture on each axis in each direction. Texture −Y1 – The texture to project along the negative Y axis when the texture mode is set to Different texture on each axis in each direction. Texture −Z1– The texture to project along the negative Z axis when the texture mode is set to Different texture on each axis in each direction. Size – Adjusts the size of the texture. Note that it is dependent on the scene units. If the scene units are changed, the value of the Size parameter changes automatically, and the render remains the same. For more information, please see the Size example below. The Scale parameter is deprecated and replaced with the Size parameter. When opening an old scene, the Scale parameter is automatically converted to the Size parameter. However, if there is a texture attached to it, the parameter is not converted. You can reattach the texture but it might need further tweaking. |
Blend – Controls the blend between the different projections. Lower values produce sharper transitions between projections. For more information, please see the Blend example below. 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. For more information, please see the Texture Rotation example below. 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 transform – 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. Use Displaced Surface – Uses the displaced geometry to calculate triplanar mapping if there is displacement. When disabled, the triplanar uses the geometry before displacement. Composition – Available when the Space parameter is set to Reference transform. Matrix – Available when the Space parameter is set to Reference transform. 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: For more information, see the Randomizations example below. By face ID – Computes the seed based on the face material ID of the mesh. By render ID – Computes the seed based on the render ID of the objects. |