think you'd need to preprocess the mesh and encode the per vertex ratio of uv density to spatial density in say a vertex alpha channel. not sure on the best method to compute this but off the top of my head I'd say.... <area of all faces used by the vert >/<area of all map faces used by the vert>
Thanks, Yeah thats a bit sad, I guess ill go with a combination of using mesh data to change tiling based on need, and a fixed houdini setup. Are you sure we couldnt calculate the uv offset of vertex 0 and vertex 1 as example and compared it to world offset of the same vertexes (assuming a perfectly projection with no…
Hey, so I want to change my tiling based on texel density but for that I need the texel density in runtime somehow for my generic material library. Ive tried DDX DDY for screen space UVs but that dosnt work. Tiling by mesh bounds or so also dosnt make sense. One idea would maybe be to calculate relative distance from 2…
I've seen this done in engine l. it was basically like klunk describes but we were generating textures and using material overrides for the viewmode rather than encoding anything into the mesh(cos that gets used for other stuff) Imo it's a bit of a waste of time. You can't use the GPU to get a good representation and it's…