Triplanar ๐
Triplanar mapping projects textures onto a mesh from three orthogonal planes (X, Y, Z axes), blending them based on the surface normals. This is useful for applying textures to complex geometry without explicit UV coordinates or for creating world-space texture effects. This effect requires a Depth Light.
Main Settingsโ
- Style: Determines the source of the texture to be projected.
- Disabled: No triplanar mapping is applied.
- Still Image: Uses a single static texture (
Triplanar Texture). - Animated Image: Uses an animated spritesheet (
Triplanar Texture), controlled by GIF settings. - Colour: Projects a solid
Colourinstead of a texture. - Cells: Generates a procedural cell-like noise pattern.
- Opacity: Controls the overall visibility of the triplanar-mapped texture/colour.
- Apply: Determines how the projected texture/colour blends with the original screen colours.
0(Multiply): The triplanar texture/colour is multiplied with the screen.1(Overlay): The triplanar texture/colour overlays the screen.
- Scale: Adjusts the global tiling scale of the projected textures/patterns.
- Triplanar Texture: (Active if
StyleisStill ImageorAnimated Image) The texture or spritesheet to be projected. - Colour: (Active if
StyleisColouror used as a tint for textures) The colour to be projected or used to tint the projected texture.
Projection Controlsโ
- Shift X, Shift Y, Shift Z: Offsets the texture projection along the world X, Y, and Z axes respectively.
- Speed: (Vector XYZW) Controls the automatic scrolling speed of the projected textures along the X, Y, and Z axes. The W component is unused.
- Opacity X, Opacity Y, Opacity Z: Controls the individual opacity or influence of the texture projected from the X, Y, and Z planes respectively.
1is full opacity,0is transparent for that plane.
Distance & Falloffโ
- Distance Style: Determines how the triplanar effect fades with distance.
- Everywhere: No distance-based fading.
- Center: Fades based on distance from the object's center.
- Linear Depth: Fades based on linear depth from the camera.
- Radial Depth: Fades based on radial distance from the camera's view center.
- Scanner: Creates a "scanner" effect, where the texture is only visible within a certain depth range defined by
DistanceandFading.
- Distance: The primary distance parameter for the selected
Distance Style. - Distance Inverse: If enabled (greater than
0), inverts the distance-based fading effect (e.g., fades in instead of out). - Fading: Controls the softness or range of the distance-based fade.
- Falloff Style: Enables a secondary, global falloff based on distance from the object running June.
- Disabled: No global falloff.
- Enabled: Uses
Falloff StartandFalloff Endto control a smooth fade.
- Falloff Start, Falloff End: (Active if
Falloff StyleisEnabled) Defines the start and end distances for the global falloff.
Animation (for Animated Image Style)โ
- Gif Columns: The number of columns in the
Triplanar Texturespritesheet. - Gif Rows: The number of rows in the
Triplanar Texturespritesheet. - Gif Frames: The total number of frames in the spritesheet.
- Gif Speed: The playback speed of the animated spritesheet.
0for manual control. - Gif Scrub: Manually controls the current frame of the animation if
Gif Speedis0.
Additional Effectsโ
- Border Power: If greater than
0, adds a border ofBorder Colouraround the edges of the projected texture areas. - Border Colour: The colour of the border.
- Rainbow Opacity: If greater than
0, applies a rainbow tint to the projected texture/colour. - Rainbow Controls: (Active if
Rainbow Opacity> 0) Modifies the rainbow's speed, axis influence, and spread. - Distortion Power: Applies a wave-like distortion to the projected textures.
- Distortion Speed: Controls the animation speed of the distortion.
Maskingโ
- Mask Style: Enables texture-based masking for the triplanar effect.
- Disabled: No masking.
- Enabled: Uses
Mask Textureto control visibility.
- Mask Texture: The texture used to mask the triplanar effect. Typically, black areas in the mask will be transparent.
- Invert Mask: If enabled, inverts the mask (white areas become transparent).
- Mask Opacity X, Mask Opacity Y, Mask Opacity Z: Controls the opacity of the mask applied to each projection plane (X, Y, Z).
- Mask Offset X, Mask Offset Y, Mask Offset Z: Offsets the mask texture sampling for each projection plane.
- Mask Distortion: Applies a distortion effect to the mask texture itself.
- Mask Fade: Controls the softness of the mask edges.