I might be overthinking this, but I have a triplanar shader that works very well for some rock meshes that I want to use to blend into a landscape. The landscape uses a distance function (the pixel depth part of the screenshot, its the same) to fade between larger smaller and larger UVs depending on distance. My question is, how could I lerp scalar values for a triplanar shader based on distance without warping or harsh pop in? With this method, you can see what it's currently doing. (And you can see how its supposed to look on the landscape) https://gyazo.com/56a38069a32d0e9f2020eaeb46bd7577 https://i.gyazo.com/38355ae8737364f09dd7388dbaef8214.mp4
#Triplanar UVs that fade into different scales depending on distance
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And for what its worth, this works, its just the fading in between part that looks absolutely terrible, and without that fade transition the pop-in would be way too harsh
Well, I fixed it https://i.gyazo.com/f52628268c555c34c41d9ba860d8be96.mp4
I guess lerping between 2 texture samples was the solution, not really sure why that makes a difference, perhaps someone could explain before I close this
and if anyone wants a super simple triplanar function that works literally anywhere, 4.26+
Haha yep yep - you need to sample the output twice and lerp between them, otherwise you're just lerping between the Scale values
Also does that function do it all in the UV's??? That's hella sick
Yep that's all in the UVs
Really clean way of doing it and it's cheap
Although theres a seam on the transition between the 3 vectors, gotta figure out a better way to smooth that blend
Dithering!
Have a look at the texture bomb function. I forget what it's called but I made a video on it a while ago
Today we're looking at the Texture Variation Node in Unreal Engine! This material function is perfect for getting rid of ugly tiling and creating random patches of texture with random scale and rotation! This is achieved by distorting the UV's of your texture, not by sampling the texture multiple times. It can also take in a Heightmap to make th...
It uses dithering between them, since it's also purely UV variation