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
Render of baked map
More examples – All were made with non-tileable maps.
Here’s a video of the recursive growth in action, as well as a high res still (dif sim/lighting).
Also, here’s the hip file: www.fx-td.com/content/misc/recursive_growth_v2.hiplc
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!
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).