Author Topic: Using Tri-Planar Node but still get seams  (Read 7766 times)

hi there,

I still get seams, when using the Tri-Planar node in SD 5.1.1 (see 2nd image)
Maybe I just placed it at the wrong point in my node-chain or use it just wrong.

Where must I place the Tri-Planar Node? Like just right before every output
or just once at the begining of the node-network? Do I also have to
apply the tri-planar node when using a fx-mask (like edge wear or dirt)?


kind regards
Last Edit: July 12, 2015, 02:07:20 am

Hey elowan,

did you make sure you're using a 16 bit position map for the Tri-Planar?
You also should take care about smoothing groups and hard/soft-shaded edges.

The Tri-Planar also won't work with edges with over 90 degree angles.


Best Regards
Environment Artist - Twitter

hey Fabian,

I set smoothing angel to 180 in Modo and it looks ok in SD and Modo.
The position map was baked within SD, so it should be 16-bit, I guess?

I still think I use it wrong (maybe I should have all nodes / fx applied on the texture
first and then push everything thru the planar node, just right before the outputs?)

Think is, in SP I do not get any seams, when setting a fill-layer "tri-planar"

Thanks for looking into my problem!

Last Edit: July 14, 2015, 09:44:03 pm

No ideas, guys?!

Hi elowan,
i dont have the solution but...
Triplanar is a cubic projection with blending on "45° space normal"
(see my picture, a simple checker applied to a sphere)

So whats happens if you put a checker in the Input of your Triplanar?
Just to see...

EDIT : nevermind, Im off topic...
Last Edit: July 13, 2015, 04:55:07 pm

hi there,

I still get seams, when using the Tri-Planar node in SD 5.1.1 (see 2nd image)
Maybe I just placed it at the wrong point in my node-chain or use it just wrong.

Where must I place the Tri-Planar Node? Like just right before every output
or just once at the begining of the node-network? Do I also have to
apply the tri-planar node when using a fx-mask (like edge wear or dirt)?


kind regards

HI Elowan,

If you are using generators, you will need to process the grunge map with triplanar. If using a generator is showing seams, you can set the generator to use a custom grunge map and then process the custom grunge with triplanar to remove seams before it the grunge is used by the generator. By default, the grunge maps used in the generators will cause seams.

Using a lot of tri planar nodes will become heavy in the graph, so I would recommend either using the same grunge map (tri planar) for the generators or even better, process the grunge map, save it/import it back and use just the bitmap. This will be less computationally heavy in the graph.

Cheers,
Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

hey Wes,

thanks a lot for helping me out...

So I´ve found the problem, the "Rock-weathering-node" can not have custom grunge inpuit (AFAIK) and this node causes the seam to occur.

Now, when removing this node and add other fx, no seam is showing up! (I do not even need to do a custom grunge with Tri-planar node, like you decribed)

The solution you suggested will come in handy sometime later maybe - who knows?  ;)


Cheers

Hi elowan,
i dont have the solution but...
Triplanar is a cubic projection with blending on "45° space normal"
(see my picture, a simple checker applied to a sphere)

So whats happens if you put a checker in the Input of your Triplanar?
Just to see...

EDIT : nevermind, Im off topic...

thank you for the hint - did not remember to use a checker, hehehe !