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.