Hi all,
I’m just learning GLSL and I wanted to try out a little challenge where I am writing some geometry point positions to a texture and then back to the geometry (to transport animation) but all my geometry gets scrambled.
How would one approach such a thing?
So far I have geo → sopTo CHOP → chopTo TOP
→ sampler on Vertex Shader
I am testing this with an alembic that is animated - I’m recording the animation to a texture and trying to apply that to a static copy of the alembic (same source geo sans motion).
I am not quite sure how to match the vertex i’m manipulating with the pixel on the map.
I don’t have UVs on the mesh and since I think I want to work on each point rather than vertex should this be a vertex shader or a geometry shader?
…sorry this is pretty vague but even a generic overall approach would be helpful!
Thanks in advance!