What an awful title, sorry. I’m trying to create a material that is triplanar with world position, but also does not visibly tile (repetition). And by following a few tutorials I have constructed something (which I’m sure is very inefficient), but appears to work.
My problem is that when the projection plane switches between say XZ and YZ I get a pronounced boundary:
I have found tutorials on how to blend the faces of a triplanar system that does not use an anti-tiling strategy, but I’m not smart enough to figure out how to get the two to work together.
The idea is to produce a material for a cave system that seamlessly and non-repetitively covers the walls and ceilings. The cave is generated procedurally from modular building blocks. Any help would be much appreciated.