Working With Redshift’s New TriPlanar Node

Watch 3D Artist Saul Espinosa cover some of the new nodes including triPlanar, that accompanied the latest release of Redshift.

Version 2.5 added things like a Redshift RenderView, and MacOS support. It also added a few new nodes that are welcome within production. These include a Color Layer, Color Correct nodes, but also a TriPlanar node. TriPlanar mapping is a nice addition to Redshift, expanding out shader building within the GPU rendering powerhouse.

The Redshift 2.5 included:

  • Gloss clamps to combat fireflies
  • A better unified sampling noise detector
  • Per-object custom shading data and shader switch (for added material variation)
  • Automatic memory management
  • Various rendering optimizations
  • Wireframe shading node
  • Proxy compression and optimizations
  • Particle tracing primitive
  • Triplanar node
  • Several interactivity tweaks
  • The Redshift RenderView (framebuffer)
  • MacOS support
  • Katana support

TriPlanar mapping is a technique where you can blend multiple textures within world-space. The advantage is that, in many cases, you can forego UV’s, and texture stretching.

Many render engines will have a triplanar mapping system, while others can be hacked together.

Espinosa also walks through the Color Layer node, and the Color Correct node in Redshift Redshift, citing: “You can apply what you learn in this tutorial to other tutorials like the curvature node and create awesome shading networks.”

Saul Espinosa is currently a freelance matte painter and concept artist working in the entertainment industry. Saul has a Patreon where you can help him create more in-depth tutorials.