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This can be used to quickly texture more organic or natural objects without requiring precise UV coordinates. | 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), | ||
===== Controls ===== | ===== Controls ===== | ||
+ | |||
+ | ==== Background Colour / Blend Mode / Opacity ==== | ||
+ | |||
+ | These are the standard compositing controls as provided by the native 2D mapping nodes as well. | ||
+ | |||
+ | ==== 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. | ||
{{ : | {{ : | ||
+ | ==== Separate Images ==== | ||
+ | |||
+ | By default, one image is projected on all axes. Enabling this options allows you to pick a separate image for the X,Y and Z axis separately. | ||
+ | |||
+ | ==== World Space ==== | ||
+ | |||
+ | 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. | ||
+ | |||
+ | ==== Main / X Image, Y Image, Z Image ==== | ||
+ | |||
+ | The following controls define how the image(s) are projected. The node uses planar mapping for them. | ||
+ | |||
+ | If **Separate Images** is enabled, the Y Image and Z Image tabs will be enabled as well, otherwise the **Main / X Image** is used for all axes. | ||
+ | |||
+ | The controls are identical to the ones used by LightWave3D to control the projection of an image, with one exception: | ||
+ | |||
+ | === 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. | ||
+ | |||
+ | |||
+ | |||
+ | |||
===== Node Connections ===== | ===== Node Connections ===== | ||
- | {{ : | + | {{: |
==== Inputs ==== | ==== Inputs ==== | ||
- | === Background === | + | === Background |
- | === Opacity === | + | |
+ | These inputs are identical to the ones provided by the native texture mapping nodes for compositing. | ||
=== Blend === | === Blend === | ||
- | === Normals | + | |
+ | The triplanar blend strength. | ||
+ | |||
+ | === Normal | ||
+ | |||
+ | This input overrides the normal used to compute the blending. | ||
==== Outputs ==== | ==== Outputs ==== | ||
=== Colour === | === Colour === | ||
+ | |||
+ | Outputs the colour as computed by the projected images and composited onto the background colour. | ||
+ | |||
=== Luma === | === Luma === | ||
- | === Alpha === | ||
- | === Bump === | ||
- | === Normal === | ||
+ | This output only return the luminance of the projected images. | ||
+ | === Alpha === | ||
+ | This output returns the alpha of the projected images. | ||
+ | === Bump === | ||
+ | This output returns a bump value computed from the intensity of the image. | ||
+ | |||
+ | === Normal === | ||
+ | This output returns the surface normal perturbed by the bump map. | ||
+ | ---- | ||
+ | [[https:// | ||
+ | This is the plugin of the month for November 2018, made possible by the finest patrons on [[https:// | ||
+ | We'd like to thank Antti Järvelä from the LightWave 3D Group in helping us figure out the specifics of the bump mapping code in LightWave 3D. |