I have a triplanar pbr material that I use to apply textures to a mesh without UVs. It works pretty well but I have an issue with the orientation of the texture, it seems to be rotated according to the plane it’s in :
There are ways to change the way the triplanar texturing applies by changing the input position.
For example, this material changes the way the texture is applied when the normal is close to (1,0,0), so that if you use the Cube model in the NME, you will see two faces that are different from the others:
Thank you, this indeed works for a cube or the model I originally sent. But would it be possible to make it work for something like a cylinder as well ? I tried lerping between the 2 values according to the dot product but couldn’t get it to work. I would like to keep the same rotation and avoid something like this :