Is there a way to do triplanar locally that is not "sticking" to the mesh?

Is there a way to do triplanar locally that is not “sticking” to the mesh? I want it to tile seemlessly between modular walls, but i want it projected flat on with the wall.. as in the projection rotates with the wall.

I’ve done local based triplanar rathr then just abs world pos…. but it sticks to the mesh. Meaning if i translate the mesh the uvs dont swim like regular world pos triplanar. I need the uvs to swim and i need it projected based on the models rotations.. not the world.

Its kind of a must to align tesselation thats rotated at 45 degrees or something…. right now the tessleation wont align with the color even though they have the same triplanar projection. Therefore i need to project head on with the wall… and it needs to tile mesh to mesh.

This seemed to help… space node is what ud normally use as absolute world position… Can toggle it with local space bool… then decide if i want the local to stick to the object as it moves or function as world position but from the objects rotation…

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