Corona Triplanar Map - C4D


The CoronaTriplanar map is a shader that can be used to apply mapping coordinates to an object through its material. It allows the assignment and blending of one or multiple bitmaps/textures to objects that lack appropriate UV mapping.


Its operation is based on projecting bitmaps/textures on XYZ object space, with the additional option of scaling, rotating, and offsetting the texture map. The mapping space transformation can be altered based on local (default) or world space but also referenced on a specified node for more preferable results.


Corona Triplanar map used on the
material's Diffuse channel.
Corona Triplanar map UI.



Where is the Corona Triplanar map?


You can find the Corona Triplanar map by opening the Texture menu available on any Material channel, going to the Corona category, and selecting the Corona Triplanar map.




Corona Triplanar - Axes options


You can choose to use a color or a texture map for all three axes (XYZ), or you can choose to use separate texture maps for each axis.



To use the same color/texture map for all axes, enable the "Use map X for all axes" option.To use different color/texture maps for each axis, disable the "Use map X for all axes" option.




Examples of using the same color/texture map for all axes. (default triplanar value)




Examples of using different color/texture maps for each axis.



Corona Triplanar - Blending


The blending value allows you to control the blending between projected maps. Higher values will give a softer and wider blend with a less visible seam (with potential blurring), while lower values give a sharper transition between the maps.



The following examples will demonstrate the use of the Blending value itself (without using any maps/shaders).
Blending value = 0 (zero)Blending value =0.5 (default value)Blending value =1




The following examples will demonstrate the use of the Blending using a Noise shader.
Blending value = 0 (zero)Blending value =0.5 (default value)Blending value =1




Corona Triplanar - UVW Transform


The Corona Triplanar UVW Transform options let you specify how the XYZ axes for mapping will be represented/displayed.



The Mapping space:

  • Local space (default) will cause each object to use its own pivot. If the object is copied or rotated, the mapping will stay locked.
  • World space will use the same axes for all objects and will disregard object rotation – mapping will stay locked to world coordinates.
  • Reference node is similar to local space but with a specified referenced node (object) as a controller. You can use a C4D empty Null object to control the axes' orientation.


Mapping space = Local spaceMapping space = World spaceMapping space = Reference node
(an empty null object was used to rotate the mapping axes)



Scale - The scale option lets you specify the map size to represent/display it.


Scale = 100 cm (default value)Scale = 50 cmScale = 10 cm



Offset -  This option lets you define an offset for the texture map. You can set the offset for any or each one of the XYZ axes.


Offset = 0 for all axesOffset for X = 20 cmOffset for all axes = 20 cm



Rotation - This option lets you define a rotation angle for the texture map. You can set the rotation angle for any or each one of the XYZ axes.


Rotation = 0° for all axesRotation for X = 30°Rotation for all axes = 30°




Corona Triplanar - Examples


Here's an example of the use of the Corona Triplanar shader applied to an object that has no UVW at all. On the left side, the object's material is not using the Corona Triplanar shader; it is only using a regular Cubic mapping. On the right side, the same object, but this time, the material uses a Corona Triplanar shader to provide a more natural mapping.


The object has a regular C4D cubic mapping.
The material is not using the Corona Triplanar shader.
The object's material is using the Corona Triplanar shader.
The material set up.The material set up.