   Triplanar texturing and seamless transition
  Hi,Is it possible to create seamless blending between textures in TriPlanar Texturing? My logic says no:Imagine a single mesh consisting of horizontal plane (floor) with normal (0,1,0) and vertical plane (wall) with normal (1,0,0).  (YZ plane)    |    |    |---------- (XZ plane)The wall will have its texture coordinates only from YZ plane and the floor only from XZ plane.Perpendicular normals introduce complete independence in texturing, because only one blend weight is active for particual pixel.Moving YZ plane (wall) along X axis DO NOT AFFECT its own uv coordinates which are derived from only Y and Z compontents of position.Therefore, texturing of wall part of mesh doesn't change when moving it along X axis, and thus color on the common edge may be complete random even when using three identical textures for each projection. Am I wrong?Here's my first attempt to triplanar, I use single texture 3 times for each projection. There's no stretching/distortion but I cannot obtain seamless blending:  [img][/img]   
  I'm not sure, but can't you just use per-vertex normal (interpolated across the faces) rather than per face normals. Shouldn't that help?   ;Quote:Original post by PolyVoxI'm not sure, but can't you just use per-vertex normal (interpolated across the faces) rather than per face normals. Shouldn't that help?I will test this. At the moment normals are generated from cross product of two vectors spanning a triangle, in final solution I will have high precision normal from implicite surface.But theory says that triplanar texturing doesn't go well with non-smooth surface gradient, does it? (the better G-continuity of rendered manifold, the better texturing, sorry - I am a mathematician ;))Significant shift of normal = texturing artifacts ?   ;  Well, in the image below the normals are computed with the central-difference method I think:On the right hand side you can see the red tiles on the roof are at a 45 degree angle, and are textured. You can also see the blend between different textures for the castle wall and the ground.My mesh is highly teselated which will probably help hide artefacts, but I haven't noticed any sharp discontinuities even when close up.   