[Addon] Triplanar UV mapping

Hello, I made this small addon that creates a UV map according to triplanar coordinates. In theory it’s the same as cube mapping, but for some reason when I try cube mapping, it generates many more islands and uses more UV space than my script. If you find the addon interesting, please do test it, report any bugs and suggest new features.

You run it in edit mode, selecting faces, pressing space and typing “triplanar”. Then Ctrl+P to pack the islands.

https://raw.githubusercontent.com/amb/blender-scripts/master/triplanar_uv.py

You would be more likely to get activity on this thread if you added example screenshots of what the script does. From the way you describe it the first thing that I think someone will comment is why not give it a gui interface rather then having to use the search function to run it. Just some suggestions.

Sounds like a good idea. Added an entry to the UV unwrap menu.


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Thank you!

Thank you! Just what I was looking for as I prefer texturing assets to an atlas. One suggestion: It currently remaps all of the selected object faces, regardless of selection. Could be better if it only mapped the selected faces. Other than that, it is great!

Interesting. Thank you for the contribution to the community.

thanks for this addon, i made it 2.8 compatible:

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And addon is missing, hello 404 error.

Yeah the script needs an update and the updated version is missing.

Seems it’s still available at https://github.com/RichardEllicott/BlenderSnippets/blob/master/public_addons/triplanar_uv.py

I get Upgrade to 2.8x required message when I install from that link.

Blender 2.83.10

Ok, I think I fixed it, just in “blender”: (2, 8, 0) add a zero in 2, 80, 0.

sorry about that, didn’t even know it was useful

in my own stuff i did use the UV Project Modifier instead, but now have made a geo node, i like this method for walls and buildings… the modifier or geo node is live so it can work with procedural geometry, solidify etc

this texture projector works by detecting if the face is facing x, y or z (in the absolute value sense), then sets the UV map appropiatly based on which of them 3 cases matches meaning all right angled walls should look okay for certain things, other angles may stretch

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