Not sure if its been mentioned before, but Vray triplanar is awesome, and Vray layered texture is great…but wouldnt it be even better if they were combined? Current workflow is to plug a normal map in and set the correct scale (texture repeat), then duplicate the triplanar for however many other shader inputs you need. But if later you decide you want to tweak the blend, or the scale, you need to do this for all the triplanar nodes. Maybe 5 or 6, and repeat this across the project for any other shaders that have a similar setup.
Could the triplanar have numerical inputs and outputs so channel 1 can be reflect.gloss for eg channel 2 normals and so on, and then set overall scale on that single triplanar, then grab the outut channels and plug into the shader. That way youre changing all textures and seeing the final shader result as you change the scale.
The current way gives more control over scaling and blending, since you may want to use different scales/blend/masks for the different Triplanar textures in certain scenarios. It doesn’t seem functional to have layers in the VRayTriplanar and a separate VRay layered texture with the difference being global control.
I dont think it’d change the current way of working, which does work well. Having the ability to also add other maps that need to be aligned, to one triplanar, would just save you having to control several all at once when you’re look dev-ing. If I have a shader that has a colour map, gloss map, normal map, any refl / col amount maps, they usually all need the same scale / tile amount. Having the option to control all those maps in one scale node would save a lot of time over the whole scene full of shaders.
Plus one for this. I guess coming from Maya’s triplanar node you have the ability to attach the one 3d placement node to the many file textures. Which is handy.
That could have very well been me.
In the recent stable builds for V-Ray 5 this is no longer needed, we added an improvement to the LayeredTex that takes care of that. Instead there’s a new option that forces a solid alpha to the layers and passing through a float constant is no longer needed. If you already have a V-Ray 5 license, then you should have access to the stable builds: Chaos
Hi sorry, its possibly me getting confused…does the scale value of 0.01 represent 1cm, same as the default value in 3dsmax? Or is it 0.01 unit? (Dependant on maya scene setup in meters or cm etc)