# Is there a way to create a Triplanar Mapping Material Function that works directly in UV Space?

**URL:** <https://forums.unrealengine.com/t/is-there-a-way-to-create-a-triplanar-mapping-material-function-that-works-directly-in-uv-space/478382>\
**Category:** Rendering\
**Tags:** normal-map, normals, unreal-engine, question\
**Created:** [February 7, 2021, 11:53am UTC](https://forums.unrealengine.com/t/is-there-a-way-to-create-a-triplanar-mapping-material-function-that-works-directly-in-uv-space/478382 "2021-02-07T11:53:14Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_b9774f68](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9774f68](https://forums.unrealengine.com/u/anonymous_user_b9774f68)\
**Post date:** [February 7, 2021, 11:53am UTC](https://forums.unrealengine.com/t/is-there-a-way-to-create-a-triplanar-mapping-material-function-that-works-directly-in-uv-space/478382/1 "2021-02-07T11:53:14Z")

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Hi all  
My goal is to create a triplanar mapping material function that:

- works directly in UV space (instead of requiring 3 instances of the same texture)
- has a controllable a soft blend between the 3 axis projections
- works on normal maps
- allows texture scaling and rotation.

[THIS](https://blueprintue.com/blueprint/eb4yb3c9/) method shows a way for doing it in UV space but it seems not to work when you try to create a soft blend between the 3 planes.  
Does anyone know how it could be modified to create a soft transition?

Thanks! 🙂

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [February 7, 2021, 11:59am UTC](https://forums.unrealengine.com/t/is-there-a-way-to-create-a-triplanar-mapping-material-function-that-works-directly-in-uv-space/478382/2 "2021-02-07T11:59:07Z")

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Have you seen this guy’s stuff?

Might be something useful there...

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**Author:** ![anonymous\_user\_b9774f68](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9774f68](https://forums.unrealengine.com/u/anonymous_user_b9774f68)\
**Post date:** [February 7, 2021, 6:31pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-create-a-triplanar-mapping-material-function-that-works-directly-in-uv-space/478382/3 "2021-02-07T18:31:43Z")

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Yes I did. But it is the default method I am afraid, done with 3 texture samples node.  
What I love about [This](https://blueprintue.com/blueprint/eb4yb3c9/) method is that you need only 1 texture sample node. Everything is done at UV level before attaching the texture.

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [February 7, 2021, 6:51pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-create-a-triplanar-mapping-material-function-that-works-directly-in-uv-space/478382/4 "2021-02-07T18:51:20Z")

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Ah, sorry…
