General Stuff
Texture Bombing Shader for Mantra
pc_textureBomb is vex shader that uses a pointcloud to drive texture stamping/bombing onto an object. It will be released eventually. There are a few artifacting bugs I’m still trying to work out. It features:
- Does not require tileable maps
- Use up to 5 maps that can be randomly picked, or driven by a Cd attribute on the points. You can layer as many together as you’d like.
- Overlaps are handled by fading out from the center of the point outwards
- Can use the Alpha from bombed image or just use built in fade by distance
- Angle based fading (dot product) can also be used to control stretching over sharp edges
- 2 sops to help generate and preview the pointcloud. Includes simple pcfilter function on the normals so you can get a better projection from the points.
- Can be used directly for full renders as it does not require uvs.
- I would suggest baking it to a map first — very lazy and quick uv unwraps work well for baking in most cases
- Art directable rotations (shader will read N and up from pointcloud)
More on texture bombing here: http.developer.nvidia.com/GPUGems/gpugems_ch20.html

3 non tileable rock maps rendered with a small radius

Same 3 maps mixed together, but the displacement map (generated in awesomebump) bombed with the same settings and exported as well.
Render of baked map

Dirt Map – Texture Bombed – notice lack of repeating pattern. You can use more maps to make it even less obvious
More examples – All were made with non-tileable maps.
H15 Flip Workflow Enhancements
Nice to see the vorticity and rest field stuff at 1:01… it’s very similar to my VHUG presentation and it’s great to have it all built in now!
Recursive Growth
Some recursive growth stuff. Pretty fun to see what it gives you.
www.fx-td.com/content/misc/recursive_growth.hip (be warned, this file has always been pretty crashy for me).