I think a built-in vec4 Orient attribute would be handy. A quaternion that encodes a rotation. It’s less storage than a transform matrix and very useful for some tasks!
Thanks for the suggestion @josefpelz, this could be handy in a particle system for example.
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Thanks for the suggestion Josef, also on the (long) list, as well as some GLSL helper functions to build and manipulate quaternions, similar to matrices.
I don’t think it’s documented but the copy SOP supports a orient attribute, haven’t gotten to it in POPs yet