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tools:texture_repetition [2021/02/08 12:06] – lightwolf | tools:texture_repetition [2021/05/08 20:02] (current) – [Outputs] lightwolf | ||
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- | ====== Texture Repetition | + | ====== Texture Repetition ====== |
The Texture Repetition nodes takes an images that is no tileable and randomly splats it onto a surface using a projection. | The Texture Repetition nodes takes an images that is no tileable and randomly splats it onto a surface using a projection. | ||
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This works best for images that are more organic and irregular in nature. | This works best for images that are more organic and irregular in nature. | ||
- | {{: | + | |{{: |
- | Pebble texture, repeated. | + | |Pebble texture, repeated.|Pebble texture using Texture Repetition.| |
+ | |||
- | {{: | ||
- | Pebble texture using Texture Repetition. | ||
===== Controls ===== | ===== Controls ===== | ||
- | {{ : | + | {{ : |
==== Image ==== | ==== Image ==== | ||
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These correspond to the same controls on the native image nodes. | These correspond to the same controls on the native image nodes. | ||
+ | |||
+ | |||
+ | ==== Triplanar Mapping ==== | ||
+ | {{ : | ||
+ | |||
+ | Triplanar mapping is a type of cubic texture mapping with edge blending. | ||
+ | |||
+ | Please have a look at the [[tools: | ||
+ | |||
+ | === Use Triplanar Mapping === | ||
+ | |||
+ | Activating this toggle enables Triplanar mapping, overring the Projection input and the use of the default UVs. It also enables the controls below used to control the mapping. | ||
+ | |||
+ | Controls not described here work identically to those used by the native 2D Image node. | ||
+ | |||
+ | === Triplanar Blend === | ||
+ | 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. | ||
+ | |||
+ | === World/ | ||
+ | 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. | ||
+ | |||
+ | === UV Tiles === | ||
+ | == Flip Reverse Side == | ||
+ | |||
+ | 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. | ||
+ | |||
+ | === UV Offset === | ||
+ | |||
+ | Adds an offset to the computed UV coordinates. This can even be used to animate a texture across a surface. | ||
+ | |||
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=== Projection === | === Projection === | ||
+ | |||
+ | This defines the Projection to use. If nothing is connected, the default UV is used. | ||
+ | |||
+ | This input is ignored if triplanar mapping is used. | ||
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==== Outputs ==== | ==== Outputs ==== | ||
=== Colour === | === Colour === | ||
+ | |||
+ | Outputs the colour of the repeated image. | ||
+ | |||
=== Luma === | === Luma === | ||
+ | |||
+ | Outputs the luminance of the repeated image. | ||
+ | |||
=== Alpha === | === Alpha === | ||
- | === Normal === | + | |
+ | Outputs the alpha of the repeated image. | ||
=== Bump === | === Bump === | ||
+ | |||
+ | Outputs a bump map computed from the luminance of the repeated image. | ||
---- | ---- | ||
[[https:// | [[https:// | ||
- | This is the plugin of the month for January | + | This is the plugin of the month for January |