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Table Of Contents

Tri Planar Explained


Same Image On Each Axis

When enabled, this option forces Image X shaders to be executed for all axis projections. When disabled, Image Y and Z shaders will be executed for the Y and Z axis projections respectively.

Image X/Y/Z

The color for the X/Y/Z axis projections, respectively.

Image X/Y/Z Alpha

The alpha for the X/Y/Z axis projections, respectively.

Blend Amount

This value dermines how much of the color results for each axis can overlap and be blended together. Having some amount of blending results in a soft transition between axis colors, instead of a hard edge.

Blend Curve

This value determines the power curve of the axis overlap blend and can be used to tighten or slacken the blending effect between axis colors.



These values scale the projected UVs computed for each axis.

Larger objects will require smaller scale values in order to bring UVs within the 0-1 range.


These values offset the projected UVs computed for each axis. Combined with the Scale option, the UVs for each axis are modifed like so:

Axis X:

u = (u + Offset.z) * Scale.z

v = (v + Offset.y) * Scale.y

Axis Y:

u = (u + Offset.x) * Scale.x

v = (v + Offset.z) * Scale.z

Axis Z:

u = (u * Offset.x) * Scale.x

v = (v * Offset.y) * Scale.y


These values, in degrees, rotate each axis UV projection respectively, so the Rotation.x value rotates the X Axis projection etc. This rotation is applied after the above Scale and Offset adjustment.

Projection Space Type

This specifies the projection space type.