This Projection maps a single image three times, along each of the major axes (just like cubic mapping) but blends between the three projections depending on the angle of the surface to hide the seams.
This can be used to quickly texture more organic or natural objects without requiring precise UV coordinates.
If you would like to mix arbitrary textures (including procedurals), please look at the Triplanar Mixer.
This controls how hard/soft the blend of the planar projections is as the normals point away from the major axes.
|0% Blend||20% Blend||50% Blend||100% Blend|
We recommend a value between 5% and 20% for most uses.
This controls if the blending is computed in local or in world space. Please note, this only affects how the blending is computed, not how the images are projected.
If this option is enabled, the projected image will be flipped on the U texture coordinate axis on the negative side of the projection. This can be used to make images containing text be readable on the back side of a mesh as well.
These are identical to the ones used by LightWave 3D to position textures.
The triplanar blend strength.
This input overrides the normal used to compute the blending.