Hi there,
after our latest Vray Update installation I finally got ot use the triplanar tex.
I longed for something like that for a very long time and am quite happy with how simple and reliable it works. Thanks guys!
HOWEVER...
Couple of questions:
1. I tried it out on a scene, where I break an object. So I have the original object and a group of fragments. If I use the same triplanar map on both, the mapping is off and I get a texture jump at the frame I switch out the original for the group of fragments. I tried to fix this by using the "reference node" option, but the the triplanar map of the fragments doesn´t move with them. Since I´m talkin about a couple of dozens of fragments, I don´t want to bake all of them, is there another way to make this setup work?
2. What about deforming meshes? I haven´t tried it myself, I just read in another thread, that the triplanar map also doesn´t work well with deforming meshes. Is there any development in that area or should I also just bake the triplanar map down? I´m not doing a lot of texture baking, can I just use automatic unqrapping to bake the triplanar map of a deforming mesh? Because not having to deal with unwrappin is in most cases the foremost reason for me to use triplanar mapping, so having to unwrap the object would kind of defy the reason to use it in the first place in those cases...
after our latest Vray Update installation I finally got ot use the triplanar tex.
I longed for something like that for a very long time and am quite happy with how simple and reliable it works. Thanks guys!
HOWEVER...
Couple of questions:
1. I tried it out on a scene, where I break an object. So I have the original object and a group of fragments. If I use the same triplanar map on both, the mapping is off and I get a texture jump at the frame I switch out the original for the group of fragments. I tried to fix this by using the "reference node" option, but the the triplanar map of the fragments doesn´t move with them. Since I´m talkin about a couple of dozens of fragments, I don´t want to bake all of them, is there another way to make this setup work?
2. What about deforming meshes? I haven´t tried it myself, I just read in another thread, that the triplanar map also doesn´t work well with deforming meshes. Is there any development in that area or should I also just bake the triplanar map down? I´m not doing a lot of texture baking, can I just use automatic unqrapping to bake the triplanar map of a deforming mesh? Because not having to deal with unwrappin is in most cases the foremost reason for me to use triplanar mapping, so having to unwrap the object would kind of defy the reason to use it in the first place in those cases...
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