Quote |
---|
Kirgman wrote:
They don't swap the surfaces. The Falloff node makes the choice of texture in use depending on the view angle. However what you want to do can be achieved with Triplanar at some extent but with some more trivial blend function between the sides. You can rotate the Triplanar using connection with uvwProjection that has coords rotation parameters. |
I guess the tutorial didn't explain that much detail about the textures changing based on angle.
I assumed they were stuck like that on each angled surface.
I guess it shouldn't matter much if the camera angle doesn't really change much.
also, is it correct to use a math node with add function to combine transform and projection nodes before connecting to a bitmap?
I find that usually works, but I had a very strange interaction with a certain material where it didn't work until I removed the transform and only used projection.
I suppose I could try connecting them to one another then to the bitmap?