Author Topic: Faster Triplanar Setup?  (Read 12566 times)

2019-08-09, 01:01:08

cjwidd

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At the moment, to apply triplanar shading to a Corona Material, I hook up triplanar maps to any incoming texture maps to the shader, then attach a bezier float controller to control the scale of the triplanar.

Setting this up for every material in which it is called for is very time consuming. Is there any faster way to do this?

2019-08-09, 07:27:00
Reply #1

mh

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+1 please! I love love triplanar but it's a pain in the butt to set up as cjwidd said.
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2019-08-09, 09:43:46
Reply #2

romullus

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Just set up material with triplanars once and save it to material library as template. From this point, it's a matter of adding template material from library to editor and hooking up needed bitmaps. I don't think there's faster way than this, unless you'll write yourself a script, which does that with the click of a button.
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2019-08-09, 12:04:50
Reply #3

sprayer

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Just set up material with triplanars once and save it to material library as template. From this point, it's a matter of adding template material from library to editor and hooking up needed bitmaps. I don't think there's faster way than this, unless you'll write yourself a script, which does that with the click of a button.
I think it's possible, as for example gradient map have inserted controllers nodes by default

2019-08-09, 22:54:02
Reply #4

cjwidd

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Maybe it's an over-the-top request, but you can imagine a Boolean switch on each map channel to enable / disable triplanar mapping rather than manually setting the triplanar nodes per channel.

2019-08-09, 23:13:23
Reply #5

romullus

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Just an idea - maybe simplified triplanar mapping could be implemented straight into Corona bitmap, next to explicit, real world and enviromental mapping modes. So when you don't need advanced parameters of full triplanar node and 95% of the time i don't need them, then you simply could turn on triplanar in CBitmap and be happy.
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2019-08-09, 23:37:04
Reply #6

Juraj

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Just an idea - maybe simplified triplanar mapping could be implemented straight into Corona bitmap, next to explicit, real world and enviromental mapping modes. So when you don't need advanced parameters of full triplanar node and 95% of the time i don't need them, then you simply could turn on triplanar in CBitmap and be happy.

I logged in just to give this 7 stars. This is amazing idea.

To avoid conflict if it was nested inside triplanar node, that one would just take preference.
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2019-08-09, 23:37:27
Reply #7

cjwidd

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Yes, what Romullus suggested x1000

2019-08-09, 23:43:35
Reply #8

romullus

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Ok, i will make a feature request tomorrow then.
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2019-08-10, 00:05:11
Reply #9

cjwidd

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Beauty, thank you so much +1

2019-08-10, 00:17:54
Reply #10

danio1011

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This would be very nice!  FStorm has a similar approach and it's quite compact and handy.

2019-08-10, 00:44:55
Reply #11

cjwidd

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To be clear, and in case it's relevant, I *would* want access to several of the triplanar adjustment options, i.e. offset, rotation, scale, displacement support, etc.

Or course, I cannot speak for others, just my two cents.
« Last Edit: 2019-08-10, 00:50:47 by cjwidd »

2019-08-10, 10:27:19
Reply #12

ikercito

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+1

A better approach to set up triplanar maps is needed. Its great to have it as and individual node, but most of the time our map sizes should be linked together. Will keep an eye on this one :)

2019-08-10, 10:46:26
Reply #13

romullus

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@ikercito, just to be clear, the proposal has nothing to do with map scale. You still would have to link map scale with controllers between different bitmaps. What triplanar implemantion into CBitmap would solve, is faster and easier se tup, less clutter in material editor, easier to read graphs, more intuitive mapping.

FStorm has a similar approach and it's quite compact and handy.

Could you attach screenshot of Fstorm implementation? I could add it as an example to the feature request then.
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2019-08-12, 17:13:59
Reply #14

danio1011

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@ikercito, just to be clear, the proposal has nothing to do with map scale. You still would have to link map scale with controllers between different bitmaps. What triplanar implemantion into CBitmap would solve, is faster and easier se tup, less clutter in material editor, easier to read graphs, more intuitive mapping.

FStorm has a similar approach and it's quite compact and handy.

Could you attach screenshot of Fstorm implementation? I could add it as an example to the feature request then.

For sure!  Attempting to attach.  Triplanar is just a choice on the 'mapping' dropdown similar to spherical, etc.  Also note the random tiling feature...*cough*