Does somebody know an optimal way to do it? For example I do a rotation noise input to rotate things scattered by fx-node. How can I pass that input through fx-node itself simplest way possible? Preferably doing the fx-map scattering only ones. To get output with every thing rotated plus another output as rotation factor…
ah - so you're intending to output UVs that you can sample in another node? So, the bad news is that even if you can make this node behave the results will be unusable in engine/pixel processor due to blending where the patterns meet. You can disable filtering to reduce it but then you get aliasing I had all these problems…
poopipe. The goal basically is to recreate shape splatter with advantages of fx-map node . Shape splatter has same aliasing issue but I hope to use another fx map node that can do ID and alpha masks only ad/sub blending + filtering. Also Shape splatter is inconvenient as hell IMO. I couldn't find how can I overcome size…
in that case (assuming you're not deriving the rotation values from inside the fxmap node) I'd probably drive everything with texture inputs - at least that way your fxmap stays simple and you can probably get away with just using one
This will read from a 2d lut squareInputSize is the number of samples in each axis you take (32 would mean you treat the image as 32x32 pixels) $number comes in from the iterator and is the current sample ID - to sample the whole This samples from the top left corner of the "pixel" so it's not safe for filtered sampling -…
its pretty straightforward to implement and can significantly improve performance since you're cutting an awful lot of per pixel maths out of the node that handles drawing/blending when you just pass position etc. in. the one gotcha is that designer filters everything so I always quantize my UVs when sampling from LUTs…
Yeah, I do it same way "multiply/floor/divide" . For small objects it's perfectly ok even if the gradients gets a bit stepped. As of lookup texture you mean the way it works in shape splatter , right? Those small blue pixel processors where each shape sell is a pixel? So far everything I try works even slower than shape…
I'm pretty sure Shape Splatter would be fxmap based if it were a viable option. The big limitation in fx-maps is the lack of per pixel control over patterns and you need that to do anything very interesting. One workaround might be to encode position/other information into an array (as a lookup texture) rather than into an…