Author Topic: Triplanar mapping and displacement  (Read 2822 times)

2022-11-03, 16:55:26
Reply #15

Juraj

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Not trolling, I don't have any particular material where I avoid triplanar. I use it on almost every single tiled material without too obvious pattern, because it lets me skip UW mapping completely. Very production easy trick.
So I definitely use it for all bricks.

For me Triplanar isn't about blending primarily or often at all, it's about drag& dropping material from Connecter and slapping it on client's model with no regards to model quality, orientation or scale (I frequently use world-mode to avoid X-forming). Like TheSims or Sketchup material applying. Like using Real-World scale but even better, less clicks.

(I would love Triplanar option to keep UV orientation but adjust scale only too)
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2022-11-03, 16:59:10
Reply #16

maru

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ALL other usecases!

Can you be specific? List 2-3?

Not trolling, I don't have any particular material where I avoid triplanar. I use it on almost every single tiled material without too obvious pattern, because it lets me skip UW mapping completely. Very production easy trick.
So I definitely use it for all bricks.

For me Triplanar isn't about blending primarily or often at all, it's about drag& dropping material from Connecter and slapping it on client's model with no regards to model quality, orientation or scale (I frequently use world-mode to avoid X-forming). Like TheSims or Sketchup material applying. Like using Real-World scale but even better, less clicks.

Thanks for the details Juraj!


I'm on your side, really. I would like to see that option for the sake of simplicity. But it requires development time + effort and we need to prioritize things carefully. So far, after reporting this once or twice, it was always rejected as not making any practical sense. But now it might change since we have a few example use cases.
Marcin Miodek | chaos-corona.com
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2022-11-03, 17:02:18
Reply #17

Juraj

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I also stand behind the point of displacement maps mostly coming from texture sets today, I don't think most people are making their own displacement maps to displace geometry like in "old times" :- ). Or even using displacement in creative way.
Today it's primarily an aspect of almost every PBR material you will download from TexturesCom/Megascan/Substance/Poliigon/etc.., so synchronization between the set is important.

The Vray's option seems like goldilocks solution.
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2022-11-04, 12:57:28
Reply #18

maru

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Logged. If you have some specific examples how this currently produces incorrect results in your scenes, please do share them.

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2022-11-11, 10:37:41
Reply #19

philipbonum

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I'm with Juraj here. There is plenty of times I also use triplanar to skip having to think about uvw mapping on bad or complex geometry.
On the other hand it might not be the intended use case from the side of the Corona Team?

One use case I remember helped me a lot was when I made a certain building with Railclone, and didn't quite manage to get the bricks on all parts of the object to match up the way I wanted. So I ended up using triplanar mapping in world space to make sure it matched, bypassing having to fiddle with Railclone to maybe make it work.

And what about if you have a terrain, it might be displaced or it might be pure geo, and we want to make a complex material that blends several materials on the surface(could just be one material really). We will in high likelihood use some Quixel materials, and they all come with displacement. But we have to stick to the normal/bump maps, because the displacement will not match the rest? I guess we could just slap a uvw modifier on it, but this wouldn't have blending between the axis, so we would maybe get some visible seams based on how heavy we want to displace it.

I feel like our business ain't the "cleanest" when it comes to what geometry we need to use, or what we're sent, so the triplanar with blending helps hide a lot of these problems.

I might be in the wrong and there's other ways of doing this, but for me, triplanar has always been the fix-it-all node for the lazy :)


2022-11-14, 16:33:12
Reply #20

RecentSpacesSam

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Hi Maru,

Apologies for the delayed response - I really need to come back to the forums more regularly and certainly not trolling!

As others have mentioned, it mainly comes down to when using texture sets from a source like quixel, poliigon etc. where someone has
a) photoscanned a surface
b) created a material in substance designer
c) some other form of specific texture creation

In these instances, the diffuse/normal/roughness etc. are all pretty much tied to the displacement.

Lets take a set of maps for bathroom tiles as an example and assume that it tiles perfectly on every edge (wouldn't that be the dream eh?) but the pattern might change in the middle
I want to run all of these maps through a UVW Randomiser to get 90deg rotations per tile and then I run each of those through a triplanarTex so that I don't need to re-UV additional walls/floors if they change, or if the client sends through a new model.
The grout lines of the diffuse must line up with the grout lines displacement otherwise you'll get a crevice in the middle of an area where there shouldn't be one.

Example #2, a set of photoscanned maps of snowy ground, with variation in the roughness map that shows ice as well as some footprints - which may be more reflective as the snow has been compacted.
Same as before - UVW Randomiser with 360degrees and per tile is enabled. It's crucial for the glossiness/roughness/normal/bump to line up with the displacement as the reflections and fine details won't be in the right place.

Perhaps this isn't how these two features are designed to be used, but it is certainly how many artists in our studio are using them. Do let me know if this isn't clear and I'll try to come up with another example :)

Edit:
re-reading the chain I noticed you asked for non-brick/tile examples. My bad.

Roads would be another example of needing this to work - downloading a texture set of asphalt without road markings but with cracks - these would need to line up with the respective normal maps

Using a rocky material on cliff faces etc. would need the displacement to match up with other maps

Looking through quixel bridge, I think I can safely say that any surface isn't explicitly manufactured/arranged to a pattern manually would benefit from the displacement triplanar matching the other maps.
Even then for things like bricks UVWRandomiser is great to get random mirroring per tile and I generally find myself using triplanar instead of UV's as it's faster to set up the scale on a material than it is to apply a modifier to multiple objects.
« Last Edit: 2022-11-14, 17:04:13 by RecentSpacesSam »