Sometimes you get a piece of geometry that either doesn’t have UVs or doesn’t have suitable UV of what you want. So Redshift Triplanar Node actually a very good way of dealing with this, kind of like box mapping where you actually can project your texture from different sides. We also get blend along seems so you don’t get a harsh edge.
Setting up scene
- Create the Redshift Materials or (rs materials)
- Bring the Reflection weight down to zero
Then we bring up the texture and connect it with the redshift diffuse color.
So I’m actually using this texture for demonstration and apply it to the sphere.
As you can see there are no UVs on the sphere object but the reason this works is because of the text tag itself as a projection mode set to spherical.
So we could also use a cubic is often good for many things but in this case, doesn’t really work so well it’s not really doing us any favors. So we can also try UV mapping but of course because we’ve got no UVs actually not mapping at all.
This is quite a good example of when you might have something where you want to use Triplanar. It’s quite quick to set up your texturing.
So if you combine utilities- pull out the Triplanar Node.
Take the output of our texture to drag on to the triplanar texture image X, and take the output of triplanar and connect with the rs material Diffuse color
You can now see that our textures being mapped across the 3 axis XYZ.
We have got the Blend mode. So if it’s set to zero we have got a very crisp line on the object, as you bring the blend mode up we have got a wider blend on the edges.
We also got Blend Curve as well this is kind of like the fall-off for that blend so just the way of fine-tuning things.
Now going down below we have got the coordinates here so we got to the scale Rotation and offset to move around the texture to the different axis and create your scene so easy and flexible, just play around with the number of the coordinate to implement it.
Add texture to Blend Mode in Triplanar
- So if I add a Redshift Noise texture and connect with the triplanar blend Amount.
- Adjust the scale of the Fractal noise and you get the blend edge turns into the noise edge
Projection Space Type (In triplanar Node)
The Last thing we gonna look at if we go to the triplanar node we see the Projection Space Type parameter.
So the moment if this is set to object, if I select all objects just move around, you can see the texture sticks to the object.
Now if we set to World, this means the triplanar is being calculated in world space so if we move around we actually see the texture actually swims through. So that the objects swim through the texture now.
So it’s worth being aware that if you are animating things don’t set this to the world unless you want your texture to be swimming.
Now for Reference, If we just adjust the bend deformer on the object and if we set this to reference now it’s gonna take this into account any deformation you apply the texture will still stick. So any time you use deformers you kind of want to make sure you’re using reference for this.
The Triplanar node is a very useful node and becomes the artist’s favorite node. So I hope you understand the concept of the Redshift Triplanar Node and how it works, just play around with the node and implement it.
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