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Feature request: Blended box map

Discussion in 'Shaders' started by Ihno22, Oct 13, 2017.

  1. Ihno22

    Ihno22

    Joined:
    Feb 14, 2014
    Posts:
    4
    BBM in 3ds Max or the triplaner map from vray is so incredible useful!
    And it seems to be relatively fast.
    Please add such feature to the Model importer or the Standard shader.

    It would save so much time!
    We wouldn't need to uv 60%-70% of the models anymore.
     
  2. victorkin11

    victorkin11

    Joined:
    Apr 20, 2013
    Posts:
    175
    from autodesk:

    There are some limitations for the Blended Box map. It cannot be applied to deforming objects, and if you want to export to a real-time engine, you must first bake the solution back to UVs.

    so bake it is answer
     
  3. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,342
    You can't really bake the blended box map into UVs. You can have unique UVs for your model and bake a blended box map into a unique texture on those unique UVs.

    Unity Japan's Keijiro has this Standard Triplanar asset on github, though be warned the way it implements normal maps is incorrect. Alternatively you can use this shader I released as part of my article on triplanar normal mapping which implements normal mapping properly but is a bit slower if you're not using that feature. And if neither of those do what you need you can modify the shaders yourself or there are several assets on the asset store.