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Hi all,
Not exactly a shader/material question, but it does have to do with texture maps :
You can assign a “Texture Map” [I]Property[/I] to any object in XSI, which is based on a provided bitmap texture. Can you do the same with a [I]procedural[/I] texture ?
If not directly, maybe a workaround or any other way ?
Thanks a lot.
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Not quite sure what you’re asking for… Maybe… Apply procedure texture, rendermap it, and then apply as regular texture.
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Yes, that seems to be the only way, since MR procedurals are only calculated at render time. Lightmaps are a slightly better workaround than rendermapping, though still not what I had in mind.
Thanks for the suggestion :)
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