I’m struggling to achieve the same type of result as shown in .toe, just with usable amount of FPS. The fact that I have no knowledge of GLSL and my geo instancing experience is almost non existent doesn’t help much. Any ideas are welcome
Ray intersection can be pretty slow.
You can get better performance by using a mesh grid as input instead of the NURBs surface.
To smooth it out, you can take the grid and convert it to a NURBs surface again.
I see in your example, you are still feeding a NURBs surface to the Ray SOP.
I meant you should feed a mesh, and then convert the output from the Ray SOP into a NURBs Surface afterwards.
In that convert, if you set the connectivity to either Rows, or Columns (but not “Rows and Columns”) then you should see just one direction of lines.