I have been looking into using PDG for an upcoming project and wanted to see if anyone has experience using it to assign random textures to geo? The basic idea would be as follows:
- load in a piece of geo
- assign a shader
- use PDG to random swap out diffuse textures from a directory i.e. diffuse_a, diffuse_b, diffuse_c etc
- output each geo/image as an individual file with varied diffuse textures
So in the end, I would get three pieces of geo, each with a different diffuse texture. Is this something that PDG could potentially help with?
PDG for texture wedging
1379 1 0- jlelievre
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- tamte
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yes, that sounds pretty much like standard top wedging setup
you can for example start with File Pattern TOP to load your texture paths as workitems
and then just pass it further down the line to Mantra for example that would render your scene that has geo with material assigned and uses active workitem's texture path using @ top attribute syntax in the diffuse texture slot
you can also combine this with geo workitems to create all geo/texture combination pairs per workitem
you can for example start with File Pattern TOP to load your texture paths as workitems
and then just pass it further down the line to Mantra for example that would render your scene that has geo with material assigned and uses active workitem's texture path using @ top attribute syntax in the diffuse texture slot
you can also combine this with geo workitems to create all geo/texture combination pairs per workitem
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
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