Tri-planar projection with blended surface normals

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  02 February 2013
Tri-planar projection with blended surface normals

hi, i wondered if anyone had a link to a maya shader that does this:

Tri-planar projection uses all the three main texturing planes (XY, YZ, XZ), to
avoid distortion. It is based on the fact that texturing is accurate when the surface element is
parallel to the texturing plane, and the distortion is maximal if it is perpendicular. According
to the surface normal we can assign each surface element a dominant plane, and we texture this
surface according to this texturing plane. To get smooth interpolation of the three textures, we
use all the three texturing planes, but weight{SOFT BLENDED} them with the components of the surface normal.

the triplanar projection in maya gives hard edges at the edge of the cube, but shaders in mari
and unity can give SOFT BLENDED edges, unity is a vertex shader, i am not after a vertex shader.

imagine a brick wall triplanar projected on a sphere , it gives ugly lines at the corner of the xyz projection, i want to blend the edges.

i was looking for a maya shader , similar to triplanar that had
Three or six Planar Projections of the Same or different Texture, Blended Together Based on the Surface Normal Vector,
probably have to be a layered shader
,i believe mari has such a shader, and Unity a vertex shader,
though i would aim for not a vertrex shader

as per samples below

mari1 triplanar
nvidia gpu vertex shader

trying to learn shading,

Last edited by cunnax : 02 February 2013 at 04:50 AM.
  05 May 2013
found a solution?

hi cunnax,
have you found a working solution for what you wanted to do?
the thing is that I am searching for the exact same thing and haven't found anything yet.
  06 June 2013
tri planar shader

hi j
unfortunately no, mari seems to have it in some form, but 1 was looking for a maya
general purpose shader I could use for landscapes as a base, good luck in your hunt
  06 June 2013
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