They'd be useful in custom brushes. I've played around just a bit with modifying tubes and triplanars to scale and handle texture data better. Maybe something to look at when we get back around to focusing on custom brushes. Problem is that you need fairly large images to get good detail, which adds a lot of bulk pretty quickly since we've got to store them. Really a lot to discuss there, but something that should probably wait until we have settled on whatever we're going to do with shaders and materials handling longer term