Fibers Triplanar by 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






The Fibers Node is capable of creating high-detail Fiber and Fur patterns



Video


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


  • 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


  • Frequency

The size of the primary Fibers


Increasing the Frequency of the Fibers


  • Lacunarity

The size of the secondary Fibers


Increasing the Lacunarity. Notice how the primary fibers (determined by

the frequency) do not change size



  • Rotation

A general Rotation modifying. Values are unspecific, meaning that it is more like a Seed value, instead of an absolute Rotation, equal

for each Fiber


Changing the rotation attribute

Modifiers


  • Layers

The number of iterations to generate fibers.

Higher number means higher density of fibers at the expense of slightly degrading performance


Increasing the Layercount results in higher density of fibers



  • Attenuation

Builds up the values per layer from 0 to 1.




  • Segments

Repeats the Fiber generation with the amount specified and using the Segment Offset to translate the newly generated fibers.

Higher Values for Segments reduce performance of the node.


Increasing the Segments Count



  • Segment Offset

Controls the offset between Fiber Segments



  • Curling

Controls the bend of the Fibers




  • Curl Offset Seed

Seed Value for the Curling and UV Angle


  • Pattern Seed

Seed value for UV Offset



Color


  • Color A/B

Fiber and Background Color



Filter


  • Steps

Amount of Samples



  • Resolution

Distance between Samples from 0 to 2000





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.