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EDIT: For more point to texture attribute trickery have a look at the scene files.
In our tutorial on dissolving geometry we hinted at baking point distances into a texture rather than using highly subdivided geometry to store attributes from a point cloud. While this is possible using classic baking approaches in Mantra, we wanted to build something more lightweight, while providing on render time evaluation in third party engines such as Redshift or Octane.
In this tutorial we’re gonna build a fast texture baking setup using volumes and VEX. It evaluates on render time without the need for separate baking and it works with Octane and Redshift too!
00:00 - Intro
00:33 - Importing & Preparing Geometry
01:50 - Fixing UVs
03:03 - Scattering Points
03:30 - Creating A Texture
04:27 - VEX: Writing Point Distances To Volume
07:56 - Converting Volume To Texture
08:57 - Mapping Texture To Geometry
10:00
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