Class

Shader

Output

RGB

synopsis


It allows you to quickly map a texture without using a UV map, by projecting it from all six sides.




input

This is where you connect an image or another texture node.

scale

Scales the image.

rotate

Controls how much the texture is rotated within the texture frame.

offset

Offsets the image in the UVW directions.

coord_space

Specifies the coordinate space to use. These include World, Object, and Pref coordinates. Pref is short for 'vertex in reference pose'. The plugin can pass these vertices to Arnold (in addition to the regular, deformed vertices) which can, in turn, be queried by the triplanar shader so that the texture 'sticks' to the reference pose and does not swim as the mesh deforms.

  • Object space, where points are expressed relative to the local origin (center) of the object.
  • World space, where points are relative to the global origin of the scene.
  • Pref, which isn’t really a space, but rather a reference to a bind pose (note Pref does not work with NURBS surfaces).


Below are animations that show pref_space coordinates in use with a deforming object. Note how the texture sticks to the object when using Pref space coordinates, compared to Object/World space coordinates where the texture swims.

 

Using World/Object Space - Texture Swims

 

Using Pref Space - Fixes Texture Swimming

pref_name

Specify the name of the reference position user-data array. Previously, the name was hard-coded as "Pref", which is still the default.

P

An arbitrary coordinate space can be specified manually by linking another shader into the P parameter. This is useful for all sorts of things such as being able to animate patterns flowing through objects, having patterns move along with objects, etc.

For example, a coordinate system that you're animating to move the noise field through an object (a common technique for doing water running over a surface) or a coordinate system that is defined relative to a larger object (e.g. think of a spaceship that's comprised of many smaller objects, and you want to paint noise over the whole surface).


Below are animations that show Pref space coordinates in use with a deforming object. Note how the texture sticks to the object when using Pref space coordinates, compared to Object/World space coordinates where the texture swims.

 

Using World/Object Space - Texture Swims

 

Using Pref Space - Fixes Texture Swimming

blend

Blends together the projected textures from each side smoothly.

cell

A random tiling pattern, projected through Voronoi cells.

cell_rotate

Controls rotation of the randomization.

cell_blend

Controls the blending width.


input_per_axis

Option to use different textures for each axis. if set to true input will be used on faces facing primarily the axis, input_y on faces facing primarily the axis, input_z on faces facing primarily the z axis.


A wide range of shading effects such as snow, dust, sand, and moss, can be achieved using input_per_axis (Y). 

Rollover images to view with and without input_per_axis

flip_on_opposite_direction

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