Houdini 22.0 Nodes Copernicus nodes

Triplanar Copernicus node

Generates a texture by projecting X, Y, and Z textures onto the position layer.

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Since 21.0

This node generates a texture by projecting the X, Y, and Z textures onto the position layer. When position and normal vector fields are provided as layers in image coordinates (typically from a rasterized geometry), this node blends the X, Y, and Z textures seamlessly using those inputs.

Parameters

Signature

The layer type that the source accepts.

See Signatures for more information.

Normal Type

The type of the input normal.

Signed (-1 to 1)

The input normal layer ranges from -1 to 1 and likely comes from geometry.

Offset (0 to 1)

The input normal layer ranges from 0 to 1 and likely comes from a normal map.

See Normals for more information.

Texture Source

The source of the output texture.

Uniform Texture

Uses the texture input to generate the output texture.

Texture Per Axis

Uses the X, Y, and Z texture inputs independently to compute the output texture.

Scale

Adjusts the texture scale for the X, Y, and Z projections. A smaller scale value results in a larger tiling of the input texture, since the scale is applied directly to the texture coordinates.

Rotate

Rotates the texture in the X, Y, and Z projection directions.

Offset

Adjusts the given texture offset in the X, Y, and Z projection directions.

Per-axis Controls

Scale

Adjusts the given texture scale in the X projection direction.

Rotation

Rotates the given texture in the X projection direction.

Offset

Adjusts the given texture offset in the X projection direction.

Scale

Adjusts the given texture scale in the Y projection direction.

Rotate

Rotates the given texture in the Y projection direction.

Offset

Adjusts the given texture offset in the Y projection direction.

Scale

Adjusts the given texture scale in the Z projection direction.

Rotate

Rotates the given texture in the Z projection direction.

Offset

Adjusts the given texture offset in the Z projection direction.

Triplanar Blending

Blend

Adjusts the blending between the X, Y, and Z coordinate projections. If each projection ramp isn’t properly interpolated, visible seams may appear between the projected textures.

X-Z Blending

Adjusts blending between the X and Z projection directions.

See Ramp parameters for more information.

Y Blend

Adjusts blending between the Y projection direction and the other projection directions.

See Ramp parameters for more information.

Sampling

Filter Scale

The amount to filter the input to avoid aliasing for non-identity UV maps. This value defaults to the size of the voxels. Increase or decrease the value to reflect the nature of the UV map.

Filter

The method used to sample the image.

See Filters for more information.

Inputs

position

The position layer from a geometry.

world normal

The normal vector field layer from a geometry.

texture

A uniform texture layer for the X, Y, and Z projections.

x_texture

A texture layer for the X projection.

y_texture

A texture layer for the Y projection.

z_texture

A texture layer for the Z projection.

Outputs

triplanar

A cable output that contains both color information and normal vectors.

See also

Copernicus nodes