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MayaFlux 0.4.0
Digital-First Multimedia Processing Framework
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axial_blend projection: blend of three axis-aligned planar projections
| origin | World-space tile origin |
| scale | UV scale applied uniformly to all three planes |
| blend | Sharpness of the blend between planes (higher = sharper) |
Projects onto XZ, XY, and YZ planes and blends by weights derived from the absolute value of the offset position, raised to blend and normalised. Uses position as a proxy for surface normal, which works well for geometry radiating from the origin. Geometry that is flat or axially aligned may show visible blending artefacts.
The blended UV is a weighted average: XZ plane contributes (x, z) weighted by the Y component. XY plane contributes (x, y) weighted by the Z component. YZ plane contributes (y, z) weighted by the X component.
Definition at line 129 of file UVProjection.hpp.
References MayaFlux::Kinesis::Tendency< D, R >::fn, and scale().
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