Triplanar
The Triplanar Projection node gives a quick way to map a texture on any object without UVs and presents the possibility for texture transforms local to each projection axis. The Triplanar Map node has six inputs representing the positive and negative X, Y, and Z planes. The same or different texture nodes can be mapped to each of these inputs.
三平面投影节点提供了一种快速的方法,可以在没有 uv 的情况下将纹理映射到任何对象上,并提供了纹理变换到每个投影轴的局部的可能性。三平面映射节点有六个输入,分别表示正平面和负平面的 x、 y 和 z 平面。可以将相同或不同的纹理节点映射到这些输入。
This texture is used for mapping the samples of multiple textures along three planes - X, Y, and Z - in world space or object space coordinates and blending them to create one seamless texture. In most cases, it allows you to map textures without having a UV-mapped mesh.
这种纹理用于在世界空间或物体空间坐标中将多个纹理样本沿 x、 y 和 z 三个平面映射,并将它们混合以创建一个无缝纹理。在大多数情况下,它允许你在没有 uv 贴图网格的情况下贴图纹理。
The Triplanar Map Node divides a material map into six areas corresponding to the X, -X, Y, -Y, Z, and -Z axes. Initially, a texture would cover the entire surface of the object but the triplanar mapping confines visibility of the texture map onto the corresponding axis that are active for that texture.
三维平面映射节点将材质映射划分为与 x、-x、 y、-y、 z 和-z 轴相对应的六个区域。最初,一个纹理将覆盖物体的整个表面,但是三维映射将纹理映射的可见性限制在对应的轴上,这个轴对于该纹理是活跃的。
This node may further depend on a Triplanar Projection node which localizes the projection of the texture to a corresponding plane and allows texture UV transforms relative to that projection axis. For example, you can assign “Projection” node to one of your textures and select “Triplanar” from the options.
这个节点可能进一步依赖于一个三平面投影节点,该节点将纹理的投影定位到相应的平面,并允许相对于投影轴的 UV 纹理变换。例如,您可以将“ Projection”节点分配给您的纹理之一,并从选项中选择“ Triplanar”。
HOW TO USE
如何使用
Open the Node Editor and prepare the setup as you see in the image below. Here, five different image textures used for the “Triplanar” node according to the object space coordinates. You can easily place any image or procedural textures on these axes.
打开“节点编辑器”,准备如下图所示的设置。这里,根据对象空间坐标,为“三平面”节点使用五种不同的图像纹理。您可以轻松地在这些轴上放置任何图像或过程纹理。
TRIPLANAR SETTINGS
BLEND ANGLE
混合角度
This option controls the softness of the seams between each projection axis.
这个选项控制每个投影轴之间缝线的柔软度。
SINGLE TEXTURE
单一纹理
A single texture which is “positive X” axis, can be used. The result is the same with the default mapping.
一个单一的纹理是“正的 x”轴,可以使用。结果是相同的默认映射。
POSITIVE AND NEGATIVE AXES
正轴和负轴
You can define any procedural or image texture to these axes for Triplanar mapping.
您可以为这些轴定义任何过程纹理或图像纹理,以便进行三平面映射。
TRANSFORM
转换
Control the position and orientation of the Triplanar node by connecting the transform node to this input.
通过将转换节点连接到此输入,控制三平面节点的位置和方向。