pc_textureBomb is vex shader that uses a pointcloud to drive texture stamping/bombing onto an object. It features: Does not - require tileable maps - Use up to 5 Map Layers with 5 maps each that can be randomly picked, or driven by a Cd attribute on the points. - Easy to composite multiple texture bomb nodes together - 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 minimize 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) - See blog post for some more examples - ***Disclaimer*** I am still unable to get rid of some shading artifacts near the borders of the point overlaps. The shading derivatives in these areas will often come out nasty — I’ve tried everything I can think of…. [Your text to link here...](http://fx-td.com/?page_id=544 "Click Here For More Information")
|Asset Type:||Vop node|
|Created:||Feb. 20, 2017, 9:16 p.m.|
|Compatibility:||Houdini 15.5 to Houdini 16|
just a description update. not sure why i have to version up for minor changes like this.