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Documentation: Triplanar Projection Material Creator for Unreal Engine

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Contents:

1. Introduction
2. Create Custom Materials


1. Introduction

"Triplanar Projection Material Creator" enables you to easily create custom triplanar projection materials from any PBR texture set.
It comes with a variety of premade materials that are perfect for quick prototyping in Unreal Engine.

What is triplanar projection/mapping: 
Instead of utilizing the UVs of an object to apply the textures, with triplanar projection, the texture gets projected from the world space X, Y & Z axes onto the object. This allows you to materialize any object, without the need for a UV layout.

2. Create Custom Materials

First Steps:
  • go to Content > TriplanarProjectionMaterials > Materials, and create a copy of "MI_TP_Custom"
  • open the copied material
  • if your want to use opacity, scroll to General > Material Property Overrides and set the Blend Mode to either Masked or Translucent
Adjusting the Parameters:

0. General Settings

"enable Triplanar Mapping" toggles wether the material uses triplanar projection. or the classic UV approach.
"Lock Texture to Object Position" toggles wether the textures move with the object. or remain static.
"merge AO with BaseColor" toggles wether the Ambient Occlusion texture is multiplied with the BaseColor, or if it goes into the default Ambient Occlusion material output.

1. Texture Inputs

With the "use [...] Texture" switches, select only the types of textures that you have available for the material you want to create.
Then fill the remaining texture slots with the according textures.

2. Texture/UV Transforms

You can adjust the scale and rotation of your texture here. When Triplanar Mapping is enabled in the material, you can adjust the texture rotation for each world axis individually.

3. PBR Parameters

Here you can adjust the values for each PBR texture.
For the texture slots that are deactivated in the Texture Inputs menu, parameters will appear here, to set their value.

4. Projection Settings

On rounded objects or objects with angled faces, some overlap will appear where the texture gets projected from multiple axes. Especially for textures with recognizable patterns, this might not look good.
The settings in this menu help to control the overlap.

You can deactivate the projection from certain axes with "Disable X/Y/Z Projection". On the deactivated axes, the average color of the textures will be projected.

The "Seam Contrast" controls how hard the border between the projection directions is.






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