Triplanar mapping in object space (should be rotatable in editor without swimming)

This is actually really easy to do.

I’d been looking in to this myself for some time.
Ran across I dont know how many obscure forum posts talking about finding an objects rotation from its z-axis and other things, then using that to manually make a CustomRotator node work around the object pivot function so it was aligned, then applying those rotation points to the three projected world-space UV coordinates, and… It was a mess.

Turns out if you go in to the WorldAlignedTexture node and just do this to the WorldPosition and VertexNormalWS nodes, it does exactly what you’re after:

So a really easy Locally-World-Aligned texture node network would look like this:

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