Texture copy stamping?

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Hi,
I am wondering, is there a way to stamp a texture over a surface. I mean in the same way it's possible to copy stamp object on scattered points, would it be possible to do the same thing but with an image texture over a shader with each copy corresponding to the position of a point on the surface, and each copy of the texture having reandom scale and color for exemple?
I'm guessing it is possible…but how? Anyone could help me with this one?

Thanks alot!
JR Gauthier
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
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You could do this with a shader that reads the point cloud and constructs the uvs for the “texture bombs” around these points.

Texture Bombing Shader:
http://odforce.net/happy_rendering_with_vex/ [odforce.net]

Marios answer to my texture bombing approaches:
http://forums.odforce.net/index.php?s=&showtopic=6967&view=findpost&p=47992 [forums.odforce.net]
this is not a science fair.
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That's exactly what I was looking for!
I didn't have time to take a look at it right now, but at first glance it looks really a bit complicated for novice like me
Still, I'll check it out in details…

Thanks very much!!
JR Gauthier
Character Animation & Design
www.turboatomic.com
http://www.vimeo.com/user2847970 [vimeo.com]
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Another way would be to ‘precomp’ your texture using sprites, COP2 or something like this.
And chain some ROPs to be sure the texture get's created befor rendering the final image.
this is not a science fair.
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