Axis Projection by Jens Kafitz


  • Where to find it:


    • Add Procedural Layer / Procedural / Extension Pack / Generators


    • NodeGraph / Right Mouse Click / Add Nodes / Procedurals / Extension Pack / Generators







Axis Projection is similar to a Triplanar projection but gives more control over projection orientation

by isolating the positive & negative part of each axis.

In addition it allows you to rotate all axis globally for cases where your object is not perfectly aligned in X, Y and Z.


Video



This Node is covered in a video together with other nodes here

Node Overview




Node Ports


  • World Scale

When mapped the red channel of the attached connection is used to drive the World Scale 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



  • 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


  • Axis 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


  • 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.



  • Tangent Space Normal

The Node Graph 'Tangent Space Normal' Handle allows you to have the Axis Projection evaluated against the effects of a

normal map as well



Node Properties


MAIN TAB

General


  • World Scale

World Scale is a global scale multiplier on all options allowing you to uniformly scale up the projection


  • Tiling

Determines the Tiling Mode of the Projection




Base Color


  • Background Color

Defines a Background Color for the Projection. This can help to eliminate semi-transparent areas of your projection, caused by the mesh normals

not being aligned with the projection


Image


  • Image

The Image to use for the projection(s).


  • Invert

Inverts the map loaded under Image


Edge Blending


  • Softness Falloff

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





Fully opaque projection by default


Different from the Triplanar Projection, the default Curve together with default 'Expand' settings

will result in a completely opaque projection when all axis directions are turned on.




  • Blend Intensity

A Multiplier on the Alpha of the Projection



  • 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


Axis Selection


  • X / -X

Projects the Image from the positive and/or negative world X Axis


    • Expand

Expand will broaden the area of influence of each axis.

This can cause texture stretching if pushed too far.



  • Y / -Y

Projects the Image from the positive and/or negative world Y Axis


    • Expand

Expand will broaden the area of influence of each axis.

This can cause texture stretching if pushed too far.


  • Z / -Z

Projects the Image from the positive and/or negative world Z Axis


    • Expand

Expand will broaden the area of influence of each axis.

This can cause texture stretching if pushed too far.




Expand Axis


Changing the 'Expand' Parameter under each Axis will expand the influence of the axis.

Please note this can cause texture stretching if pushed too far.






Normal Map


  • Invert Red

Will invert the Red Channel of the attached Normal Map


  • Invert Green

Will invert the Green Channel of the attached Normal Map



OpenGl vs DirectX Normal Map


Mari's Shaders by default expect a Direct X Normal Map.

If you have an OpenGl Normal Map you will have to invert the Green Channel to get a Direct X Normal Map


  • Switch Red/Green

Allows you to swap the Red/Green Component of a Tangent Space Normal Map attached to the Node in the

Nodegraph





TRANSFORM TAB


Projection Axis Rotation


  • Rotate X / Y / Z

Allows you to rotate the global X, Y and Z axis separately to best suite your models need.

This is also exposed as a port in the Nodegraph called Axis Rotation (XYZ) meaning that

the red channel of an attached Node is used to drive the Rotate X Attribute, the green channel

to drive the Rotate Y Attribute and the blue channel to drive the Rotate Z attribute.



UV Transform



  • Alignment

Determines the default Position the Projecion is oriented on, in relation to your object's bounding box:


    • Object Center
    • Object Top
    • Object Bottom




  • UV Repeat UV)

A uniform repeat on u + v of your image.

This is also exposed as a port in the Nodegraph named UV Scale (UV)


  • U Repeat

The repeat along U. Multiplied against the UV Repeat (UV) attribute.


  • V Repeat

The repeat along V. Multiplied against the UV Repeat (UV) attribute.


  • UV Angle

A uniform Angle to rotate your projection image.

This is applied to all directions of the Projection


The Rotational Pivot is the center of your object


If Stencil Mode is on in the Tiling Options, the Rotational Pivot shifts to the center of your image


  • UV Rotation Right

Angle to rotate your projection image in the X/-X Axis of your Projection.

Multiplied against the UV Angle Attribute.

This is also exposed as a port in the Nodegraph named UV Angle (XYZ)

meaning the red channel of any attached Node is used to drive the UV Angle X Attribute


The Rotational Pivot is the center of your object


If Stencil Mode is on in the Tiling Options, the Rotational Pivot shifts to the center of your image


  • UV Angle Top

Angle to rotate your projection image in the Y/-Y Axis of your Projection.

Multiplied against the UV Angle Attribute.

This is also exposed as a port in the Nodegraph named UV Angle (XYZ)

meaning the green channel of any attached Node is used to drive the UV Angle Y Attribute


The Rotational Pivot is the center of your object


If Stencil Mode is on in the Tiling Options, the Rotational Pivot shifts to the center of your image


  • UV Angle Front

Angle to rotate your projection image in the Z/-Z Axis of your Projection.

Multiplied against the UV Angle Attribute.

This is also exposed as a port in the Nodegraph named UV Angle (XYZ)

meaning the blue channel of any attached Node is used to drive the UV Angle Z Attribute


The Rotational Pivot is the center of your object


If Stencil Mode is on in the Tiling Options, the Rotational Pivot shifts to the center of your image


  • U Offset

Offset along the X Axis of your Image.

This is also exposed as a port in the Nodegraph named UV Offset (UV)

meaning that the red channel of any attached Node is used to drive the U Offset Attribute


If Stencil Mode is on in the Tiling Options, the Offset is evaluated for the entire projection plane instead of based on the

width of the projected image



  • V Offset

Offset along the Y Axis of your Image

This is also exposed as a port in the Nodegraph named UV Offset (UV)

meaning that the green channel of any attached Node is used to drive the V Offset Attribute


If Stencil Mode is on in the Tiling Options, the Offset is evaluated for the entire projection plane instead of based on the

width of the projected image




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