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Full Version: How to transform 2D textures with Mtlx PBR Texture Set Node
Root » Solaris and Karma » How to transform 2D textures with Mtlx PBR Texture Set Node
noc2
Hi;

I'm trying to use the PBR Texture Set Node in TRI-PLANER PROJECTION mode. I want to be able to scale the PBR Textures and am basically stumped by the fact that plugging a mtlxtexcoord-mtlxplace2d node into the TexCoord port does simply nothing... I couldn't come up with any other solution to my predicament...

So what am I doing wrong? Wouldn't it have been convenient to add built-in 2D Texture placement parameters in this node? And how is such a simple task possible when using this very node?

Thankx;

AJ

tamte
your setup is correct and the texcoord is scaled properly, which you will see when you switch to UV mode

triplanar however is not using texcoord input, as it doesn't rely on UVs
it uses position_triplanar and normal_triplanar inputs

so while having additional tranform parameters for both uv and triplanar modes would be a good RFE, for now you can do:

if your object is just transforming:
MtlX Position -> MtlX Multiply -> position_triplanar

if it's deforming, you can replace MtlX Position with Geometry Property Value reading a vector primvar representing rest position, and in such case you will likely also need a primvar representing rest normal plugged into normal_triplanar input
noc2
Thank you So much Tomas. This really helped a great deal. I do believe that such information should have also been given in the docs somewhere. Although I'm well aware that they simply can't include every bit of intricacy of any given node's functionality, such production sensitive information should be noted somewhere in the docs instead of a crude explanation of parameters.

I did submit an RFE, fingers crossed

Thank you again and cheers

AJ
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