TriPlanar BumpOffset

The masking of the absolute world position is your new “UV coordinate”, so you should throw that into the bump offset, and the result into the uv’s of the texture sampler.

Hello all!

I’d like to have a bumpoffset in my triplanar mapping but no matter what I try, it gives me errors.
Where do I plug it in?

Like this Roel?

It seems to work in the material function.
The 1 level up material function also doesn’t generate an error.
But the main material however does.

I also tried with the BumpOffset Advanced node but no dice there either.

It tells me (Node BumpOffset) Invalid node used in vertex/hull/domain shader input.

I’ve tried the same setup on a different Tri-Planar construction and there the error goes away but the results look horrible.
Can anyone please advice on how to properly integrate a bumpoffset node into a tri-planar network?

I’ve tried the same setup on a different Tri-Planar construction and there the error goes away but the results look horrible.
Can anyone please advice on how to properly integrate a bumpoffset node into a tri-planar network?

Anyone help nice and sweet old Chesire guys?