
Tri-Planar projection mapping is a feature in Substance Painter that allows for the transformation of projections in 3D space. This feature is especially useful for adding detail to 3D models, as it can help solve UV seams by projecting the texture three times, once per axis (x, y, and z), and blending them together on faces that don't perfectly align with a single axis. While Tri-Planar projection mapping offers a fast and efficient way to add detail to 3D models, some users have reported issues with blending between projection planes and the need for manual adjustments when working with models aligned to orthographic planes.
| Characteristics | Values |
|---|---|
| Purpose | To solve UV seams |
| Projection | Projects the texture 3 times, once per axis (x, y, and z) |
| Blending | Blends the 3 projections together on faces that don't face a single axis |
| Offset Setting | Not available with Tri-Planar projection |
| 3D Projection Settings | Control the transformation of the projection in 3D space |
| Image Inputs | 1 input, 3 inputs |
| Blending Mode | Linear, Advanced |
| Blending Contrast | 0.001 - 1.0 |
| Normalization Factor | 0.0 - 1.0 |
| Texture Tiling | 0.0 - 10.0 |
| Global Rotation | 0.0 - 1.0 |
| Fix Mirrored Projection | False/True |
| Rotation X, Y, Z | 0.0 - 1.0 |
| Offset X | 0.0 - 1.0 |
| Random Offset X | 0.0 - 1.0 |
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What You'll Learn

Tri-Planar projection mapping in Substance Painter
Tri-Planar projection mapping is a feature in Substance 3D Painter that allows you to add detail to your 3D models. It is an advanced node that performs Tri-Planar projection mapping in 2D, based on baked Position and World Space Normal data. This means that it converts UV coordinates into a seamless mapping based on the mesh, eliminating the need for rebaking.
To access Tri-Planar projection mapping in Substance Painter, follow these steps:
- Open Substance 3D Painter.
- Navigate to the "Painter" menu, then select "Painting."
- Choose "Fill Projections" from the options.
- Finally, select "Tri-Planar projection" from the list of available projections.
Once you have selected Tri-Planar projection, you can adjust various settings to control the transformation of the projection in 3D space. These settings include Blending Mode, Blending Contrast, Normalization Factor, Texture Tiling, and individual axis rotations (Rotation X, Y, and Z).
It is important to note that the Offset setting is not available with the Tri-Planar projection. Additionally, Tri-Planar projection maps the texture three times, once per axis (X, Y, and Z), blending them together on faces that do not perfectly face a single axis. This can result in a mess if not done properly, as some users have experienced. Therefore, it is crucial to have high-precision bakes, preferably 16-bit or higher, for both the Position and World Space Normal maps.
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How to avoid seams in Tri-Planar projection
Tri-Planar projection is a powerful tool in Substance Painter that can help you add intricate details to your 3D models. However, you may encounter seams or odd lines when using this feature, which can detract from the overall quality of your work. Here are some techniques to help you avoid seams in Tri-Planar projection:
Understanding the Issue:
Firstly, it's important to understand why seams occur. Seams appear when there is a noticeable transition or discontinuity between different textures or colours on a 3D model. In the case of Tri-Planar projection, seams can occur due to the way multiple planar projections are combined and blended to cover the entire 3D mesh.
Using High-Precision Bakes:
When working with Tri-Planar projection, ensure that you are using high-precision bakes. Low-precision 8-bit bakes may not produce desirable results. Aim for 16-bit or higher precision bakes for both the Position map and the World Space Normal map. This will help reduce the visibility of seams.
Adjusting Blending Settings:
Play around with the blending settings in Substance Painter to smooth out transitions and reduce the appearance of seams. Increase the Blending Contrast to achieve smoother transitions. Additionally, adjust the Normalization Factor to improve projection blending by restoring the loss of contrast in the blending area.
Texture Tiling:
Experiment with the Texture Tiling setting to control the number of times the input textures are tiled. Adjusting this setting can help you avoid unwanted patterns or seams that may occur due to texture repetition.
Fixing Mirrored Projections:
If you are working with mirrored projections, enable the "Fix Mirrored Projection" setting. This setting ensures that the projection is handled correctly, reducing the likelihood of seams appearing along mirrored edges.
Random Offset:
Utilize the Random Offset feature, which allows for randomization of the offset along a particular axis. This can help break up patterns and reduce the visibility of seams.
Blurring:
In some cases, blurring the Tri-Planar projection can help fix issues with seams. However, this may cause some blurriness at the UV seams, so use this technique sparingly and only when necessary.
Remember that the specific steps to avoid seams may vary depending on the software you are using. The techniques mentioned above are general guidelines that can be applied in various 3D modelling software, including Substance Painter. Always refer to the software's documentation or seek guidance from its community forums if you encounter specific issues.
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Using Tri-Planar projection on models with faces aligned to orthographic planes
Tri-Planar projection mapping is a useful tool for adding detail and texture to 3D models. It is particularly effective for complex geometry where traditional UVs are difficult or impossible to use. The projection works by projecting the texture three times, once per axis (x, y, and z), and blending them on faces that don't perfectly align with a single axis. This results in a mostly seam-free mapping based on the mesh itself, avoiding the need for constant rebaking.
When using Tri-Planar projection on models with faces aligned to orthographic planes, there are a few key considerations to keep in mind. Firstly, ensure that your bakes are high-precision, preferably 16-bit or higher. Lower precision bakes, such as 8-bit, may not yield desirable results. The Tri-Planar projection relies on the mesh's vertices storing a tangent or "left-to-right" orientation of the UVs. This is passed to the fragment shader, allowing for the rotation of the direction stored in the normal map from tangent space to world space.
Additionally, the Tri-Planar projection provides various settings to control the transformation of the projection in 3D space. These settings include Blending Mode, Blending Contrast, Normalization Factor, Texture Tiling, Global Rotation, and individual axis rotations (Rotation X, Rotation Y, and Rotation Z). By adjusting these settings, you can fine-tune the projection to achieve the desired effect.
It is worth noting that the Offset setting is not available with the Tri-Planar projection. This may differ from traditional UV projection, as mentioned in the tutorials. The effectiveness of Tri-Planar projection also depends on the model's geometry. For models with rectangular shapes where most faces primarily face one axis, Tri-Planar projection works well. However, for round or cylindrical models, you may encounter more blending, and alternative mapping options might be more suitable.
In summary, when using Tri-Planar projection on models with faces aligned to orthographic planes, ensure high-precision bakes, understand the role of tangents and normal maps, utilize the available projection settings, and consider the model's geometry for the best results.
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Tri-Planar projection settings in Substance Painter
Tri-Planar projection is a feature in Substance Painter that projects a texture three times, once per axis (x, y, and z), and blends them together on faces that don't perfectly face a single axis. To access the Tri-Planar projection settings in Substance Painter, you can go to Painter > Painting > Fill projections > Tri-planar projection.
While Tri-Planar projection can be useful, there are a few issues that have been reported by users. One issue is that the blending between each projection plane seems to be off, resulting in visible seams. This can be more noticeable when working with hard-surface mechanical assets that use smoothing groups. To address this issue, it is recommended to use procedural grunge masks, project them in Max, save them as static textures, and then import them into the project.
Another issue with Tri-Planar projection in Substance Painter is that it may not work correctly with models that have faces aligned with the orthographic planes. To make it work, users have to rotate the model at an odd angle, which can be inconvenient and challenging to work with. Additionally, some users have reported normal artifacts when using Tri-Planar projection, such as black normal artifacts appearing on one part of the mesh.
To mitigate issues with Tri-Planar projection in Substance Painter, it is recommended to triangulate the mesh before exporting. This ensures consistent interpretation and triangulation across different applications, reducing potential artifacts. It is also important to consider the limitations of Tri-Planar projection and choose the appropriate projection method based on the specific requirements of the project.
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Tri-Planar projection vs Render Surface Map option in Max
Tri-Planar projection in Substance Painter and the Render Surface Map option in Max are both world-space projection systems that serve the same purpose. However, the blending between each projection plane differs between the two. The Render Surface Map option in Max blends between each projection plane more smoothly, resulting in seamless results even on 90-degree angles, while Substance Painter struggles with this. This issue is not due to slow rendering or fast processing but rather how Substance Painter blends the planes.
The Tri-Planar projection in Substance Painter has an advantage in certain situations. When dealing with models where faces are aligned with orthographic planes, the Tri-Planar setup in Max requires manually rotating the model at an odd angle, which can be inconvenient. Substance Painter, on the other hand, allows you to work with the model in its original position, making it more user-friendly in this aspect.
The Tri-Planar projection in Substance Painter offers a quick way to assign bitmap and other 2D textures to objects lacking suitable UV coordinates. It projects one or more textures along the object-space axes, depending on the surface normals of the shaded object. This feature is particularly useful for both colours and bump maps. Additionally, Substance Painter provides various settings and tools to control the transformation of the projection in 3D space, allowing for detailed and precise manipulations.
While the Tri-Planar projection in Substance Painter has its strengths, the Render Surface Map option in Max stands out for its seamless blending and ease of use. However, it is important to consider the specific requirements of a project and the characteristics of the models being worked on to make an informed decision between the two options.
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Frequently asked questions
Tri-Planar projection mapping is a feature in Substance Painter that projects a texture 3 times, once per axis (x, y, and z), and blends them together on faces that don't perfectly face a single axis.
Tri-Planar projection mapping helps to solve seams of UV and avoid seams in your 3D models without having to rebake every time.
The Tri-Planar projection mapping node is quite heavy and slow. Additionally, it may not blend between each projection plane smoothly, resulting in seams on smoothing breaks.
To set up Tri-Planar projection mapping in Substance Painter, you need to ensure that your model is not aligned to the orthographic planes. If it is, you will need to rotate the model at an odd angle before importing it into Substance Painter.









































