Weave Triplanar by Nicholas Breslow,Jens Kafitz


  • 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 2D Version





Weave  is similar to Maya's 'Weave' texture, creating a fabric pattern.


Samples


Node Overview



Node Ports


  • 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


  • Width

The width of each shape. Overwrites Width Slider.


  • Contrast

Contrast result with a midpoint of 0.5. Overwrites Contrast Slider


  • Gradient Start

Control the Gradient Start. Overwrites Start Slider


  • Gradient End

Control the Gradient Start. Overwrites End Slider


  • 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

Scale


  • Repeat

The number of shapes to draw horizontally and vertically.


  • Width

The width of each shape


Color


  • Color A

Color of fabric shape


  • Color B

Color of gaps between shapes.


Gradient


  • Contrast

Contrast result with a midpoint of 0.5.


  • Start 

The Value range up to which Color A is drawn.


  • End

The Value representing the full Color B.


  • Falloff

Remap Curve against the final result.





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.


  • 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.