In my project I want to manipulate certain texture sequences I have to turn them into maps and such. I do this in COPS at the moment to get some rough masks. What I do right now, because I work inside the shader builder, is I have to write out the new texture, then make that texture path a string attribute on the object and use that string attribute to read in the texture sequence, as you can guess this could get very tedious. A faster way of iterating would be to be able to read in the result from COPs directly without having to render it. I can do this in the principle shader with the base color textures with the opimg/comp1/OUT. But I can't seem to get it to work in the shader builder. Anyone know a way to reference COPs outputs inside a VEX shader builder?
Doesn't seem to work, I also tried to change the string attribute to opimg/comp1/OUT but that doesn't work either, it seems like the only way for me is to render the textures first.
Yehbe Doesn't seem to work, I also tried to change the string attribute to opimg/comp1/OUT but that doesn't work either, it seems like the only way for me is to render the textures first.
Weird, I can't get the op:/syntax to work either in H17.5. I know it worked in older versions.