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