I want to generate textures with varied coverage, namely, the percentage of filled pixels varies.
From the coding perspective, we could achieve this using quad-tree, i.e., subdivide the image into nodes, and filling in nodes until reaching the required percentage.
The problem is how to achieve this in blender? I insist to use procedural texture instead of UV mapping because, the latter might not use up the whole image, thus the percentage of coverage would likely change.
Any help is appreciated.
Here is an image I got using quad-tree, it doesn't look natural, but the texture coverage is 50%, and that's the effect I want.
