Sure, here's an example I have 1 texture which is used on X, Y and Z, but has different uv transform / projection values to get the correct result.haze wrote:funk wrote:There is some nice stuff in this update. Thank you!
I was wondering if you would consider an additional "simplified" triplanar texture. Right now you need to set up 3/6 image nodes with the correct projection, then plug those into the triplanar node. If I have a folder full of textures I want to quickly try out on my mesh, I have to click the load button on 3/6 different rgb image nodes and browse for the image 3/6 times.
I basically need box mapping, with blending to remove the seams. Maybe it could be a new projection type for images too?
In v-ray the triplanar texture is much easier to use. I just plug 1 texture in, and the triplanar controls everything else (scale, blend, offset, rotation). If I want more control, it also allows separate textures as an option.
Just so that I can make sure I understand correctly - would you mind sending me an orbx with the setup you are describing? Thanks
+-X has planar mapping on the X axis (2 rgb image nodes)
+-Y has planar mapping on the Y axis (2 rgb image nodes)
+-Z has planar mapping on the Z axis (2 rgb image nodes)
NOTE: This example could be done with 3 rgb image nodes (1 for +-X, 1 for +-Y and 1 for +-Z), but this is what the modo plugin exports.