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TriPlanar
Posted: Mon Dec 12, 2016 9:20 pm
by seghier
i see this video how triplanar used in vray and it's really cool and avoid repetition
https://www.youtube.com/watch?v=VVD_UfJA5Hc
Re: TriPlanar
Posted: Mon Dec 12, 2016 9:54 pm
by Mihai
What does "triplanar" do exactly? Random texture rotation and placement, is that what it does?
Re: TriPlanar
Posted: Mon Dec 12, 2016 9:58 pm
by seghier
this image explain it

Re: TriPlanar
Posted: Tue Dec 13, 2016 10:07 am
by Mihai
That explains very little.
Re: TriPlanar
Posted: Tue Dec 13, 2016 10:35 am
by seghier
It's all about avoid repetition
This method used when the object don't have uv mapping .
Very useful with cloth , leather and other texture where the repetition is very clear and kill realism
Re: TriPlanar
Posted: Tue Dec 13, 2016 10:54 am
by gmenzel
Isn´t this just a cube map with blended edges? Certainly nice to have, but how does it help to decrease repetition?
Re: TriPlanar
Posted: Tue Dec 13, 2016 11:15 am
by seghier
it's look similar to the new 3dsmax feature "correction"
You will find more explanation . tutorials and examples.
Everyone use sometimes objects without uvmapping like sofa and if he use cube mapping the repetition in the leather is very clear . he need remodeling and paint texture. Triplanar is simple solution for that
Re: TriPlanar
Posted: Tue Dec 13, 2016 11:25 am
by Mihai
How does it work?
Re: TriPlanar
Posted: Tue Dec 13, 2016 11:26 am
by seghier
Ask the developers

Re: TriPlanar
Posted: Tue Dec 13, 2016 11:35 am
by seghier
Re: TriPlanar
Posted: Tue Dec 13, 2016 11:38 am
by Mihai
Because normal mapping relies on a mesh’s tangents jiving with it’s UVs, and since we’re using the world coordinates as stand-ins for our UVs, the tangents of the mesh certainly won’t jive. You can still use normal maps to give some lighting variation to the surfaces, but they won’t be correct.
So it won't work so well with normal maps then? Does Vray have this same problem?
Re: TriPlanar
Posted: Tue Dec 13, 2016 11:45 am
by seghier
i don't have idea maybe this is problem with game engines only
http://irrlicht.sourceforge.net/forum/v ... hp?t=48043
Re: TriPlanar
Posted: Tue Dec 13, 2016 12:00 pm
by burnin
Was developed for games & presented at GDC 2007.
more...
GPU Gems 3 by Ryan Geiss
Chaos Group implemented it into VRay 3.4 -
Triplanar Texture Mapping | VRayTriplanarTex
Mainly used for entourage (terrain, rocks...), no hero shots.
Sure is problematic, loss of detail, but at least seams are not obvious.
As long as it works with displacement... it's a huge time saver.
Clarisse Example
Re: TriPlanar
Posted: Tue Dec 13, 2016 12:07 pm
by Mihai
It seems kind of limited to me....

I would prefer to have simply some randomization parameters in the texture picker. Randomize rotation/offset/scale for example with each tile. That would work also for planar surfaces which it seems this Triplanar mapping wouldn't.
Re: TriPlanar
Posted: Tue Dec 13, 2016 12:16 pm
by seghier
Randomize it is not a solution
The texture must mixed together and this is good solution better than cubic or planar mapping
For terrain , walls , leather , stones ..
Of course uv mapping is better but what is the solution with objects without uv mapping ?
And i think many users didn't use procedural textures in maxwell or they don't use them. And this is an option which can used anytime when we need it.
Have problems or still in developement . maxwell developers can make it better and useful