Monday, June 17, 2013

Triplanar Texturing

I love texture bombing. Anything that lets me blast a decent manifold onto a huge set of geometry usually means saving hours of painful unwrapping and days of painting on geometry. We used this stuff all the time at Weta, and it always amazed me what you can get away with. Combine it with a shader graph of some carefully painted details where they're important, and you got yourself a decent environment lookdev pipeline.

Starting off with an easy one I added a Triplanar shader to Aurora. It's the most naive way of bombing a manifold onto arbitrary geometry: All it does is put a mix of three perpendicular ortographic projections based on the surface normal and some parameter that describes how soft/hard you want the transition to be.

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