@cromadbomber It should work assuming you can deal with the rotating textures issue right now. @EarthQuake Thanks for pointing out those bugs/issues! I forgot to write them on my first post. I definitely plan to add specular maps to be working soon as I know many people use that, I only added metalness because it worked…
I've kind of hit a wall for fixing this bug so I might as well ask as well as other places but does anyone know if using this logic seems to be the correct approach towards regenerating tangents and bitangents for triplanar projection?: (pseudo code) T = cross(vertexNormal, vec3(0.0,sign(vertexNormal),0.0)) * (angle…
https://gum.co/AXfVz 2 months after posting the preview of the shader in the tech forums, it is finally available for everyone to use! (and laugh at the code) This shader is designed to allow meshes inside Marmoset Toolbag 3 to use Triplanar Projection mapping so that you can map textures to objects that do not have or…
With the recent beta release of 3.04 for toolbag, I managed to fix a bunch of issues and bugs (BIG shoutout to Jeff Russell for helping here!) and now have the projection in object space (no more swimming). This means that the mesh can be moved,rotated,scaled with the texture following the mesh. I was hoping it would ALSO…