catchyid Posted May 30, 2023 Share Posted May 30, 2023 hi, i have an object with uv on vertices + texture --> my goal is to scatter points based on color defined on texture/uv/vertices, meaning darker colors = less points. I don't want to promote uv colors to points bc I then I need to subdivide the mesh significantly to have enough points to capture the texture details? Quote Link to comment Share on other sites More sharing options...
catchyid Posted May 30, 2023 Author Share Posted May 30, 2023 (edited) update: i used function texture (map,u,v) in vex directly, but i have 1000000 points, so it seams each time the code is executed it reads the texture again, which is super slow...btw, same if i used vops and texture node.. question: is it possible to use in memory texture instead of reading from file each time we need to read map? Edited May 30, 2023 by catchyid Quote Link to comment Share on other sites More sharing options...
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