Tri-Planar Tiled node

Access: Nodes > Projection > Tri-Planar Tiled Node

The Tri-Planar Tiled node projects a single 2D image texture across a 3D model along the X, Y, and Z axes.

By sampling the image from top (XZ), front (XY), and right (ZY) orientations simultaneously, it applies uniform surface detailing while bypassing UV distortion and seam placement issues. Useful for organic textures that don't have a lot of directionality, such as grass or sand.

You can adjust transformations—such as scale, rotation, offset, and repeat values—either globally or individually per plane, and supply dedicated normal maps or noise inputs to further refine surface transitions.

Tri-Planar Tiled node inputs

• Image — The 2D image to project onto the 3D model.

• Position — Use this input to override the 3D coordinates of the projection (e.g. with a Coordinate Transform node node).

• Normal — Use this input to override the geometry's surface normals.

• Blending Noise — When Blend Mode of this node is set to Blending Noise Input, it uses the input to this port for blending with the RGB of the input adjusting the weights of the XYZ axis projections, respectively.

Note:   A grayscale input in Blending Noise will adjust the weights of each projection equally, and therefore will not appear to have any effect.

Tri-Planar Tiled node outputs

• Output — The 2D image projected on the 3D model.

Tri-Planar Tiled node properties

Image

The image to project onto the surface. If an Image Input node is connected to the Image input of this node, it will be used instead of this parameter.

Normal Map

If the images used are tangent space normal maps, enable this to account for any rotation.
Green Channel Whether the normal map is treated as having a Y+ or Y- green channel.
Plane Settings Select which of the plane settings to use for all planes.
Blending
Blending Mode

The mode used to adjust the blending between projections, to avoid obvious blending seams.

• None is a linear blend.

• Smart tries to keep prominent details across the blend.

• Noise applies a Perlin noise to the blend.

• Blending Noise Input uses the input to the Blending Noise port, with the RGB of the input adjusting the weights of the XYZ axis projections, respectively.

Blend Strength How strong the blending adjustment is. A value of zero becomes a standard linear blend, similar to the None option of the Blend Mode input.
Noise Scale The scale of the noise used to blend the different projections. Only applies if Blend Mode is Noise.
Noise Contrast Adjust the contrast of the noise used to blend the different projections. Only applies if Blend Mode is Noise.
Right (ZY plane)
Projection Choose which directions along the X axis (projection on the ZY plane) should be visible.
Repeat How many tiles of the image should appear. A value of zero will tile infinitely.
Scale Adjust the scale of the projection, larger values tile the image more.
Rotation Adjust the rotation of the projection around its center.
Offset Offset the projection across the projection plane.
Falloff Range Control where the falloff transparency starts and ends relative to the angle between the projection axis and the surface. 0.0 is where the surface faces the projection axis, 1.0 is where the surface is perpendicular to the projection axis.
Falloff Curve Allows fine-tune control of the falloff of the projection alpha. The curve is applied to the falloff range.
Top (XZ plane)
Projection Choose which directions along the Y axis (projection on the XZ plane) should be visible.
Repeat How many tiles of the image should appear. A value of zero will tile infinitely.
Scale Adjust the scale of the projection, larger values tile the image more.
Rotation Adjust the rotation of the projection around its center.
Offset Offset the projection across the projection plane.
Falloff Range Control where the falloff transparency starts and ends relative to the angle between the projection axis and the surface. 0.0 is where the surface faces the projection axis, 1.0 is where the surface is perpendicular to the projection axis.
Falloff Curve Allows fine-tune control of the falloff of the projection alpha. The curve is applied to the falloff range.
Front (XY plane)
Projection Choose which directions along the Z axis (projection on the XY plane) should be visible.
Repeat How many tiles of the image should appear. A value of zero will tile infinitely.
Scale Adjust the scale of the projection, larger values tile the image more.
Rotation Adjust the rotation of the projection around its center.
Offset Offset the projection across the projection plane.
Falloff Range Control where the falloff transparency starts and ends relative to the angle between the projection axis and the surface. 0.0 is where the surface faces the projection axis, 1.0 is where the surface is perpendicular to the projection axis.
Falloff Curve Allows fine-tune control of the falloff of the projection alpha. The curve is applied to the falloff range.