Polygon Triplanar


  • Where to find it:


    • Add Procedural Layer / Procedural / Extension Pack / Pattern /


    • NodeGraph / Right Mouse Click / Add Nodes / Procedural / Extension Pack / Pattern / 



This Node is also available as a UV Tiling Version





Polygon Triplanar creates a polygon shape with many modifier options for more advanced shapes such as hollow stars etc..

Some Examples produced with the Polygon Node



Node Overview



Node Outputs

  • Output

Main Node Output


  • Shape

Outputs the main shape of the Polygon, without any gradients or bevels applied


  • Bevel

Outputs the computation of the bevel. This can be useful to create hollow, yet soft shapes


  • Gradient

Outputs the computation of the Gradient. This will only show anything if Gradient is ticked on in the node



The 4 different Outputs of a Polygon calculation


Node Ports


  • Radius

Control the Radius of the polygon. Overwrites Radius Slider

  • Curve

Determines the Curving in of the Polygon. Overwrites Curve Slider


Example of the same polygon with Curve = 0 (left) and Curve = 0.5 (right)




  • Bevel Size

Determines the Size of the Beveling. Only has an effect if Bevel  is ticked on in the node.
Overwrites Bevel Size Slider.


Example of the same polygon with Bevel Size = 0 (left) and Bevel Size = 0.5 (right)



  • Gradient Radius

Determines the Radius of the inner Gradient. Only has an effect if Gradient  is ticked on in the node.
Overwrites Gradient Radius Slider.


Example of the same polygon with different Gradients. (Left) Gradient Disabled (Center) Gradient Radius = 0.1 (Right) Gradient Radius = 0.25




  • Manifold 3D

When mapped the world space position the node uses to calculate the projection is supplied by the port.

This can be used for example to apply warping to the projection using Manifold Nodes


  • 3D Scale (XYZ)

When mapped 

    • the red channel of the attached connection is used to drive the 3D Scale Attribute for the front part of the projection.
    • The green channel of the attached connection is used to drive the 3D Scale Attribute for the top part of the projection.
    • The blue channel of the attached connection is used to drive the 3D Scale Attribute for the right part of the projection.


  • 3D Rotation (XYZ)

When mapped the red channel of the attached connection is used to drive the Rotate X Attribute,

the green channel the Rotate Y Attribute and the blue channel the Rotate Z Attribute


  • UV Scale (UV)

When mapped the red channel of the attached connection is used to drive the UV Angle X Attribute,

the green channel the UV Angle Y Attribute and the blue channel the UV Angle Z Attribute


  • UV Angle (XYZ)

When mapped the red channel of the attached connection is used to drive the UV Rotation Right Attribute,

the green channel the UV Rotation Top Attribute and the blue channel the UV Rotation Front Attribute


  • UV Offset (UV)

When mapped the red channel of the attached connection is used to drive the U Offset  Attribute,

the green channel the V Offset Attribute


  • Jitter Noise

By default the Edge Blending Jitter uses a node internal noise to perform its jittering/randomization of edges.

By attaching a noise of your choosing to the Jitter Noise Connection in the Nodegraph you can overwrite this

internal noise.



Node Properties

MAIN TAB

Size


  • Triplanar Scale

Scale of the Triplanar Projection. This is being multiplied by the 3D Scale Attribute in the Transform Tab of the Node


  • Tile

Determines if a single instance of the polygon is generated of if a tiling pattern is created


Tile on vs tile off



  • Repeat

The number of Repetitions of the Polygon pattern.

If Tile is off, it will just make the single polygon smaller, much like decreasing the Radius


  • Radius

The Size of the Polygon

Modifiers


  • Sides

Determines the number of sides of the Polygon. 


Example of the same polygon with Sides = 3 (left) and Sides = 5 (right)


  • Curve

Determines the Curving in of the Polygon. Can be overwritten by Curve Port


Example of the same polygon with Curve = 0 (left) and Curve = 0.5 (right)



Bevel

Bevel allows you to soften either inner or outer edges of the polygon.

While the Node Properties options only allow beveling of either inside or outside, this can be circumvented by using the Bevel Output Port

of the Node instead of the Main Output.

  • Bevel

Determines if Bevel should be calculated


  • Bevel Size

Determines the Size of the Beveling. Only has an effect if Bevel  is ticked on in the node.
Can be overwritten by Bevel Size Node Port


Example of the same polygon with Bevel Size = 0 (left) and Bevel Size = 0.5 (right)



  • Inner Bevel

Determines if the Beveling is applied to the outside of the inside of the Polygon.

While the Node Properties options only allow beveling of either inside or outside, this can be circumvented by using the Bevel Output Port

of the Node instead of the Main Output.


Outer Bevel vs Inner Bevel




Gradient

Gradient allows you to overlay a gradient over the Polygonal Shape

  • Show Gradient

Determines if the gradient should be calculated


  • Gradient Intensity

Determines the Blend Amount of the Gradient over the Polygon Shape


  • Gradient Length

Determines the length of the Gradation


  • Gradient Radius

Determines the Radius of the circular Gradation.

Can be overwritten by Gradient Radius Node Port


Example of the same polygon with different Gradients. (Left) Gradient Disabled (Center) Gradient Radius = 0.1 (Right) Gradient Radius = 0.25


  • Invert Gradient

Inverts the values of the Gradient

Color

  • Shape Color

Color of each Polygon


  • Background Color

Color of area around cells.


  • Invert

Reverse Shape and Background Color




TRANSFORM TAB

Triplanar Settings


The Triplanar Settings control the projection in 3d Space

The settings are similar to a regular Triplanar Node found in Mari.


  • 3D Scale

Will increase the size of the projection.

This is a very similar effect to changing the UV Repeat in the UV Settings.


  • Projection Rotate X/Y/Z

Will change the rotation of the Triplanar 'Projection Cube' in space.

This should not be confused with changing UV Rotation which will rotate the projected image on

each side of the projection.


Projection Rotate is useful if your asset is not perfectly aligned in the main world space axis X Y and Z

and you see projection stretching as a result of it.


Sample of rotating a projection in 3d space. While this example is using

 an Axis Projection Node the concept is the same for the Texture Scatter Triplanar Node



  • Edge Falloff Start

The Edge Falloff Start determines the minimum angle where the projection

starts to be fully opaque


  • Edge Falloff End

The Edge Falloff End determines the maximum angle where the projection

starts to be fully transparent


  • Edge Falloff

The Edge Falloff Curve determines the general Falloff of each projection axis to its sides.

This is similar to adjusting the Edge Falloff Start and Edge Falloff End Sliders however

it allows you to create non-linear edge blending



  • Jitter Intensity

Jitter will make the edges of projections less uniform/straight.

The Jitter Intensity determines the amplitude of the the Jitter.


You can overwrite the Noise used for jittering the edges by mapping the Jitter Noise Port in the Nodegraph



  • Jitter Scale

Determines the Frequency of the internal Noise used for jittering.



Jitter Scale is ignored if something is attached via the Nodegraph to the Jitter Noise Port



UV Settings


  • UV Repeat

Will repeat the result x-amount of times. This is being multiplied with the repeat in the Main Tab 


  • U Scale

Will scale the result along U.


  • V Scale

Will scale the result along V.


  • UV Rotation

Will rotate the result for all axis of the Triplanar Projection


  • UV Rotation Right

Will rotate the UVs just along the X-Axis of the Triplanar Projection.


  • UV Rotation Top

Will rotate the UVs just along the Y-Axis of the Triplanar Projection.


  • UV Rotation Front

Will rotate the UVs just along the Z-Axis of the Triplanar Projection.


  • U Offset

Will offset the result along U.


  • V Offset

Will offset the result along V.