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…
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…