MOC (Mask, Occlusion, Curvature) textures are something I developed and implemented while experimenting with various art styles for a solo project I am developing. The goal was to create a texturing & material pipeline that:
* was extremely quick to process and apply for new assets
* had a low memory footprint compared to traditional PBR texture workflows
* did not require jumping between multiple DCC tools (these all go directly from Houdini to Unreal)
* leveraged procedural generation and could be almost entirely automated
* produced a good (and unique) looking result
Because these textures are constructed from procedurally generated vertex data that is then packed into the RGB color channels, there is the added benefit that it is possible to bypass the need for UV unwrapping or generating textures at all. When utilizing high density meshes via something such as Unreal's Nanite, it is possible to simply store the relevant information in the FBX vertex color data and read that back in the material editor to construct similar results.