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


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

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


Scales the image.


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


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.


Blends together the projected textures from each side smoothly.

Flip on Opposite Direction

Used to control the behavior of the shader on faces facing the corresponding negative axis, if set to true a vertical symmetry transformation is applied to the texture on faces facing the opposite direction. 


A random tiling pattern, projected through Voronoi cells.


Controls rotation of the randomization.


Controls the blending width.

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