Displace points with image

How can I displace a grid of say 128 x 128 of points with a movie of the same pixel resolution then pass the color attributes of said movie along to the points and then render out my displaced points with a point sprite shader that uses the color attributes from my movie?

Thanks!

A GLSL MAT is the easiest (and by far the best performance) way to do this. The displacement and color assignment can all be done at the same time, in a shader that is writing out gl_PointSize to work with point sprites.

Yep, found a few good shaders that people have written for this but I was hoping to just displace a point cloud so there is no connecting geometry in between the points.

One way I though to do this would be to use a sop to chop and reference each individual line of my 128x128 top (would be nice to be able to do the whole image in one go) and combine all of those chops to make a super chop of all of the values that could be used to instance a sphere.

Only thing I’m having trouble coming up with is how to pass color from my image onto all of these spheres.

Could this still be done just using a GLSL Shader?

Ya you can do all of this in a GLSL shader still. So at 128*128 you have 16384 instance. Don’t use a CHOP to assign your instance translations, just manually create 16384 instances by setting the ‘Instance Count Set’ parameter to ‘Manually’.
Then in your shader you have gl_InstanceID which will increase for each instance you are rendering. Use this to create a UV to lookup into the texture (set the texture filtering to ‘nearest’ to make this easier) and you now have a value you can use to offset the gl_Vertex and output as the color. Make sense?