Author Topic: Corona Material Library v2 - Real World Scale vs Triplanar Map  (Read 4042 times)

2018-06-06, 16:23:53

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 9254
  • Marcin
    • View Profile
Looks like there is some confusion when it comes to the new material library, and more precisely it concerns the materials using either Real World Scale option or the Triplanar map.

Here are the main differences:

-Real World Scale-
  • It is an option enabled in each of the Corona Bitmap nodes in the material editor
  • Is especially useful for materials which are following some specific direction (such as bricks, wood panels)
  • The objects using it must have proper UVW mapping and must have "use real world scale" option enabled (e.g. in the UVW Map modifier)
  • It will make sure that your materials are using the correct scale, but you may experience some stretching in some situations (if the uvws are stretched, then the texture will follow it)
  • It was one of the first and most commonly requested features among the material library users
  • Most materials from the library are using it

-Triplanar Map-
  • Does not require enabling any options in the material editor, modifiers, or the object itself
  • Works best on organic or geometric forms which have a uniform texture (it does not follow any direction - think of dust, random scratches)
  • Invaluable for objects which are hard to unwrap
  • The objects using it do not have to have any kind of UVW mapping - it will work fine even if the UVWs are completely messed up
  • It will make sure that your materials are using the correct scale and will take care of any possible seams or stretching (it won't happen)
  • Some materials from the library are using it

Some examples:

Real World Scale:
-Note that the pattern is following a specific direction
-Works fine on the curvy wall
-Does not really work on the heavily displaced plane and the poop thing


Material setup:



-Typical example: bricks



Triplanar Map:
-Note that the pattern stops following one direction in some places (sphere)
-Does not work too good on repeating patterns like on the wall
-Keeps good scale on the displaced plane and the poop thing


Material setup:



-Typical example: dust, details (rusty metal here, where we don't want the rust pattern to be stretched on the heavily deformed objects - that would not be possible with RWS without proper UVWs)