I’ll give you everything that I know as I simply can’t figure this out.
The effect seems to demand the ability to take a hit location of an object then get the UV location and then from there write to a texture somehow and… man my mind is fried. Hoping that I’ll just sort it out while I’m asleep
Lightmaps, despite seemingly being required for this effect, are unavailable.
http://www.valvesoftware.com/publications/2011/gdc_2011_grimes_nonstandard_textures.pdf
ue4 dynamic texture - Google Search
It all makes sense to me on a conceptual level. Many of these operations I’ve done manually before. But the challenge in doing them like this is solving the relatively simple problem:
How do I take a black texture and apply a circle to it that’s centered to where the hit location in world space is? Or similar.
From there I guess the next question would be how do I tell where there is or isn’t “ink” for gameplay purposes.
I’m kinda surprised that this is difficult. But because I’m not well versed in C++ it’s made even more difficult. It seems to me that there should be a significantly easier way to “paint” in 3D in real time. Outside of this solution is… I dunno. A lot of tiny cube HISMs with a diffuse parameter and a million material ids assigned to each one so that every pixel can be assigned… I dunno. Crazy stuff. 6am