1.
How do I actually get textures themselves in a certain order in the Hierarchy window? There's some Sas bindings about texture infos in the documentation (e.g. Ventuz.Textures[*].Mapping), but I didn't find anything related to the textures themselves.
So my question is:
In the HLSL node, is there a way to load textures in an order specified in the Hierarchy without having artists to manually bind them every time?
2.
Is there a way to uniformly transform textures without losing the translation?
Currently I'm doing
Code: Select all
Output.vUV = mul(Input.vUV,UVTranslate[0]);
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tex2D(sampIn, Input.vUV+(float2)(UVTranslate[0][2]));
Thx
-C