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Faking multiple vertex color channels by reading values from a textures sample into material editor

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    Faking multiple vertex color channels by reading values from a textures sample into material editor

    Is it possible to read values form a texture sample/bitmap where each pixel corresponds to one vertex of the mesh? Its would be something similar like vertex colors do but i would like to read them from a texture sample/bitmap instead of the mesh itself dure to certain reasons.

    Basically what im asking is not interpreting a texture sample/bitmap by UVs but reading each pixel one by one and using the different channels to drive world position offset. alternatively I could also read from a spreadsheet if not possible.
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