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Rendering with Arnold in Maya using the MtoA plug-in.
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Triplanar shader instead of texture

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joie
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Triplanar shader instead of texture

Hi there,

When doing a PBR texturing, it's very time consuming to work with triplanar textures, because you have to adjust a triplanar node for every textured channel of the shader, like base color, roughness, metallic or others.

Wouldn't it be easier to be able to connect the shader with all the textures to ONE triplanar node and that node to the Shading Group?

Then you would need to adjust just ONE node instead of several, that may end up with human errors...

Thanks.

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