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triplanar

Triplanar mapping is a texture projection technique used in computer graphics to texture 3D geometry without relying on explicit UV coordinates. It projects textures from three orthogonal directions along the x, y, and z axes and blends the results based on the surface normal. This approach helps reduce texture stretching and visible seams on complex or deforming meshes, such as terrain, voxel models, or sculpted surfaces.

In a typical shader-based implementation, the world-space position P and normal N are used to determine blending

Benefits of triplanar mapping include avoidance of UV unwrapping, resilience to distortion on irregular geometry, and

weights.
The
weights
are
derived
from
the
absolute
values
of
the
normal’s
components:
wX
=
|Nx|,
wY
=
|Ny|,
wZ
=
|Nz|,
and
are
then
normalized
so
that
wX
+
wY
+
wZ
=
1.
Each
projection
samples
a
texture
along
a
plane
perpendicular
to
one
axis:
texX
is
sampled
using
the
YZ
coordinates
of
P,
texY
from
the
XZ
plane
using
P.x
and
P.z,
and
texZ
from
the
XY
plane
using
P.x
and
P.y.
The
final
color
or
material
value
is
a
weighted
blend:
color
=
wX
*
texX
+
wY
*
texY
+
wZ
*
texZ.
Texture
tiling
scales
are
adjustable
to
control
detail
and
repeat
patterns,
and
the
same
approach
can
be
extended
to
normal
maps
and
other
material
maps.
straightforward
integration
into
shading
pipelines.
It
is
widely
used
for
terrain
surfaces
and
procedurally
generated
models.
Limitations
include
higher
texture
fetch
costs,
potential
blur
or
seams
if
texture
scales
are
not
well
matched
to
geometry,
and
the
need
to
manage
tiling
and
normals
across
axes
to
maintain
consistent
shading.