Triplanar Map
The Triplanar Map texture works in conjunction with a Triplanar projection. This gives a quick way to map a texture on any object, and presents the possibility for texture transforms local to each projection axis. The Triplanar Map has six input pins representing the positive and negative x, y, and z planes and blends them to create one seamless texture. The same or different texture nodes can map to each of these input pins (figure 1). In most cases, depending on the complexity of the model, it maps textures without having a UV-mapped mesh.
|
|
Triplanar Map
|
Figure 1: The Triplanar Map and the Triplanar projection are mapping a Check texture and a red and blue RGB Color node
In most cases, depending on the complexity of the model, it maps textures without having a UV-mapped mesh (figure 2).
The Triplanar Map divides a material map into six areas corresponding to the x, -x, y, -y, z, and -z axes. A texture would cover the entire surface of the object, but the triplanar mapping confines visibility of the texture map onto the corresponding axes that are active for that texture. Figure 2 compares an image without the triplanar mapping versus one that is plugged into the Triplanar Map node's Positive X and Positive Y axis pins.
|
|
Triplanar Comparision
|
Figure 2: No triplanar mapping (left); triplanar mapping (right)
The Triplanar projection can localize the texture projection to a corresponding plane and allow texture UV transforms relative to that projection axis (figure 3).
|
|
Texture Projection
|
Figure 3: Texture projection connected to the Triplanar node
The Triplanar Map's Blend Angle and Blend Cube Transform parameters can be adjusted to soften the seams (figure 4).
|
|
Triplanar Blending
|
Figure 4: Triplanar Map with Blend Angle and Blend Cube Transform adjustments







