Hmm, for some reason I wanted to tackle the challenge of reverse-engineering the RGB > UV/texture > RGB packing that gives us the ability to render particles via a texture and make it usable for anything that uses Cd. Something that seems very simple to do is made a bit more complex due to inaccuracies in Octanes texture handling and in VOP/VEX precision. Or maybe I've just misunderstood something and chose the long hard way of doing things. Anyways, made some progress, just one weird artefact left.
I just have a creeping feeling that just when I'll be done spending X hours on cracking this, we'll get official support in form of either OSL or juanjgon magic, which will then obsolete my work. But I'm enjoying the math/eng workout either way
Scene file here (Houdini Indie) if someone wants to take a look:
https://dl.dropboxusercontent.com/u/300 ... ngCd.hiplc
If you want to render your polypainted/vertexpainted stuff with crazy banding artefacts you can just copy-paste /obj/geo1/subnet1/attribvop1 from my scene to yours and then in an Octane material (vopnet) use the texture rgb_4k_map.ppm that's in your OctaneForHoudini installation folder (as seen in my first post). I could maybe do a tutorial for that when I get this working properly.
