Good day everyone !
I embarked my self on a journey of learning Houdini as a chellenge to my 20+ years in 3dsmax to see if I can achieve simmilar or better productivity and just move onto something new.
My first stumbling block , and maybe this is something I just need to look at differently, is material managing and texture mapping.
Particularily a concept, known to me as reald world mapping scale which I'm trying to bring over from 3DS MAX.
The simple concept of being able to specify texture size per shader, independently from UV space.
After searching throughout web to no avail and documentation not being really helpful, my only working conclusion so far is MtlX Triplanar Projection with a multiply node to set scale. Kind of works for flat surfaces like a dessert plane but not sure how it would handle a brick wall, projection seems to be limited to one axis at a time.
An another approach, an attempt with mtlx tiled image node looked very promissing, having that the node mentioned real world scaling in it's inputs, but I could not get anything concluding, as if it's either half working node or me doing something wrong.
Idea behind all this is to build up a library of reusable architectural/environmental shaders that I could simply slap onto surfaces without worrying of them being distorted by underlying object. So a texture map of 2x2m would always appear proper to it's scale.
Sorry for long post and thanks for any help .
