Hello everyone,
In my project I want to manipulate certain texture sequences I have to turn them into maps and such. I do this in COPS at the moment to get some rough masks. What I do right now, because I work inside the shader builder, is I have to write out the new texture, then make that texture path a string attribute on the object and use that string attribute to read in the texture sequence, as you can guess this could get very tedious. A faster way of iterating would be to be able to read in the result from COPs directly without having to render it. I can do this in the principle shader with the base color textures with the opimg/comp1/OUT. But I can't seem to get it to work in the shader builder. Anyone know a way to reference COPs outputs inside a VEX shader builder?
Thanks in advance for your help.
How to read in COPS data in shader builders.
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