Hexagon Triplanar


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 UV Tiling Version




Samples

Node Overview

Node Outputs

Node Ports

Node Properties

Main Tab

Size

Modifiers

Randomization

Color

Transform Tab

Triplanar Settings

UV Settings



Hexagon Triplanar creates Hexagonal Patterns. Generation is done based on UV Space so there will be seams between tiles and uv shells.

Some Examples produced with the Hexagon Node



Node Overview



Node Outputs

Output

Main Node Output


ID

Outputs each Cell's ID as Grayscale Values


Example of Node Output (left) vs ID Output (right)



Node Ports


Gradient

Control the Gradient Amount within each Cell. Overwrites Gradient Slider

Example of different Gradient Values


Margin

Control the Gaps inbetween Cells. Overwrites Margin Slider


Example of different Margin Values



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 

othe red channel of the attached connection is used to drive the 3D Scale Attribute for the front part of the projection.

oThe green channel of the attached connection is used to drive the 3D Scale Attribute for the top part of the projection.

oThe 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

Repeat

Number of repeats of the Pattern



Triplanar Scale

Scale of the Triplanar Projection. This is being multiplied by the 3D Scale Attribute in the Transform Tab of the Node


Scale X / Y

Non Uniform Scale Factors of Cells in X and Y


Example of a non-uniform scale on the right


Modifiers

Gradient

Control the Gradient Amount within each Cell. Can be overwritten via a Node Input

Example of different Gradient Values


Margin

Control the Gaps inbetween Cells. Overwrites Margin Slider


Example of different Margin Values



Falloff

Remap Curve against the final result.

Example of different Falloff Curves applied to the same result




Randomize

Randomize Value

Blend Value to multiply Cell IDs against the result.
This can also be manually done by multiplying the two output ports of the Node (Output + ID) together.



Example of no randomization on the left, and randomization of 1.0 on the right



Seed
Set the initial Start value of the IDs. This can be used to produce variations.


Color

Shape Color

Color of each cell


Background Color

Color of area around cells.


Invert

Reverse Shape and Background Color






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. This is being multiplied with the repeat in the Main Tab 


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.