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Clarisse 5.5 Reference Guide

A set of shaders allowing you to define and transform implicit projections to place your textures. These shaders can then be connected to the Projection input of Textures or to a Projection Split to output their UVW, dPdu and dPdv.

Shader

Description

Projection Cubic

Define an implicit cubic projection where the texture is applied the same way on all 3 axis

Projection Cylindrical

Define an implicit cylindrical projection

Projection Environment

Define an implicit environment projection

Projection Planar

Define an implicit planar projection

Projection Spherical

Define an implicit spherical projection

Projection Triplanar

Define a triplanar projection

Projection UV

Define which UV set should be used for the texture mapping

Common Attributes

The projection shaders share quite a few attributes to control, for example, the axis of the projection, transformation and more.

Fragment

By default, projections are computed on the reference geometry (non deformed) in object (local) space. In other words, they are computed on the underlying geometry before any transformations and deformations occur so that textures stick to geometries when they are transformed and deformed. To change the projection referential, you can use a Fragment shader which you connect to Fragment attribute. For more information please refer to Fragment.

Projection Axis

The Projection Axis attribute defines the axis of projection. By default the Axis is set to Y so it is always projected from the Y axis.

 

Cylindrical Projection in X axis

Cylindrical Projection in X axis

Cylindrical Projection in Y axis

Cylindrical Projection in Y axis

Cylindrical Projection in Z axis

Cylindrical Projection in Z axis

 

Transformation

By default, projections are aligned with the world axis defined by the Fragment. Using the transformation set of attributes you can transform the projection to translate, rotate and scale it.

Attributes

Description

Projection Translate

Translate the projection

Projection Rotate

Rotate the projection

Projection Scale

Scale the projection

Projection Rotation Order

Define the order of the rotation

 

Default Cubic Projection

Default Cubic Projection

Cubic Projection Rotate by 45° in the Y axis

Cubic Projection Rotate by 45° in the Y axis

Cubic

The Projection Cubic defines a cubic projection. It is used when you want to project the same texture on the 3 axis. It is basically a simplified version of the Projection Triplanar shader.

 

Default Cubic Projection

Default Cubic Projection

Cylindrical

The Projection Cylindrical defines a simple implicit cylindrical projection. It is basically projecting a texture onto an implicit cylinder on which the texture is wrapped along the selected axis.

 

Cylindrical Projection in X axis

Cylindrical Projection in X axis

Cylindrical Projection in Y axis

Cylindrical Projection in Y axis

Cylindrical Projection in Z axis

Cylindrical Projection in Z axis

Environment

The Projection Environment is a special shader which projects the texture coordinate of a virtual spherical sphere surrounding the scene according to the ray direction. It is as if the ray (from the camera for example) was passing through the geometries to get the UV coordinate of a sphere surrounding the entire scene. It is mainly meant to use conjointly with a Shadow Catcher material in order to project the texture of the environment light onto the scene.

 

Image File texture of a image probe using environment projection.

Image File texture of a image probe using environment projection.

Same scene without the texture

Same scene without the texture

Planar

The Projection Planar defines a simple implicit planar projection. It is basically used to project the texture from the selected axis.

 

Planar Projection on Y axis.

Planar Projection on Y axis.

Spherical

The Projection Spherical defines a simple implicit spherical projection. It is basically projecting a texture onto an implicit sphere on which the texture is wrapped along the selected axis.

 

Spherical Projection in X axis

Spherical Projection in X axis

Spherical Projection in Y axis

Spherical Projection in Y axis

Spherical Projection in Z axis

Spherical Projection in Z axis

Triplanar

The Projection Triplanar defines a cubic projection on which is it possible to use up to 6 different textures, one for each face of the "cube". This shader specifically outputs the 6 projections to drive textures. The textures then need to be blended using the Blend Triplanar shader found in the Shading category.

 

Simple triplanar projection on a sphere

Simple triplanar projection on a sphere

 

Attributes

Description

Rotate

Specify the rotation of the projection (cube). Note that when you apply a rotation you must the output normal to the Blend Triplanar.

Rotation Order

Specify the order of rotation.

Outputs

Description

Normal

Output the new normal after the rotation. This normal should be connected as input to the Blend Triplanar if the projection is rotated.

Right

Output the projection for the right texture.

Left

Output the projection for the left texture.

Top

Output the projection for the top texture.

Bottom

Output the projection for the bottom texture.

Front

Output the projection for the front texture.

Back

Output the projection for the back texture.

UV

The Projection UV outputs the mapping coordinates of specific UV Set. By default, the shader outputs the parametric UV set which corresponds to the natural coordinate system of the primitives.

 

Default Parametric Projection used on (2x2) polygrid, box, (20x20) polysphere and implicit cylinder

Default Parametric Projection used on (2x2) polygrid, box, (20x20) polysphere and implicit cylinder

 

By specifying an index to the UV Set attribute you can specify the index of the UV set you wish to use. The first UV set defined by the geometry is always identified by the index 0, the second one by 1 and so on... For example, if you want to set the third UV set defined by the geometry, you simply have to set UV Set to 2.

 

UV Set 0 used on (2x2) polygrid, box, (20x20) polysphere and implicit cylinder

UV Set 0 used on (2x2) polygrid, box, (20x20) polysphere and implicit cylinder

 

When the specified UV Set index doesn't exist in the geometry, the shader returns the UV set corresponding to the index 0. When no UV sets are defined on the geometry, the shader returns the parametric UV set. When the index of the UV Set doesn't exist, the Success output returns 0 and 1 otherwise. This is very useful when creating generic shaders. You can use the output of Success in a Switch shader to fallback to a setup using instead implicit projection shaders.

 

No UV set defined for the exhaust of the ship. The shader falls back to parametric.

No UV set defined for the exhaust of the ship. The shader falls back to parametric.

 

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