> Can ptex techniques be useful for generating/styling fur onto geometry?
It just occurred to me that there's another possible dimension to your
question. If your talking about controlling / shading hair along it's
length, we use Ptex for this as well, though it's not really a "per-
face texture" at that point. We sometimes use textures that map along
the length of the primitive and the Ptex format can be used to store a
large number of texture variants in a single file where the Ptex face-
id is used as a variant-id.
In a similar way we have also used Ptex as a procedural geom baking
format where we combined object-id, primitive-id, and primitive-face-
id to produce a unique mapping into the Ptex file, storing the offset
tables as Ptex meta data. For instance, we've baked PRT coefficients
on trees this way. This has advantages in size and accuracy (and
probably speed) to a comparable density point cloud.