Made a model for a spreadable Mix (DX11.Texture Mixer) node.
I am just pretending there is a pixel datatype (using color),
hoping that someone familiar with hlsl could parse this into a shader.
Application examples of a spreadable mixer:
- kinect user texture operations (they come up often in the vvvvorums)
Mix (DX11.Texture Mixer) model.zip (5.9 kB)
Should be quite doable. From looking at your model I would not call it a mixer though- more a switcher.
If understand your patch would it be right to describe the shader you want as a per pixel switch between N textures based on a singe channel control texture?
You might check this out too:
per pixel switch between N textures based on a singe channel control texture
yes, that’s it. i named it Mix /er because it sortof does the same as the Mix node we have now, but spreadable.
looking at it, seems to do just that… no?
is the ringbuffer in volumetexture the same as a queued texture ?