How to recreate grid SOP in GLSL?

Hello!

My goal is to recreate gridSOP from CHOP or DAT, but not with CHOPtoSOP / DATtoSOP, but directly with GLSL, so that it’s points position values will update when I change it upstream.
It’s working now with CHOPtoSOP, but I wish to save some CPU time and move it to GPU.)

I’ve dig through the forum, but I haven’t found the answer yet…

Thanks in advance and stay safe!

As a starting point you might first think about how to do this with textures.

Take a look at this toe file:
pos-as-texture.toe (15.6 KB)

Here we use two ramps to create a grid of points. Here our pixel’s color values for r, g, b and used for position as x, y, z.

This uses positions that are mapped in a value range of 0 - 1

This uses positions that are mapped in a range of -1 - 1

Finally, this one has positions derived form noise:

If you’re looking for code specific control (particle systems, or other complex movements) - You could write a GLSL TOP to do these same things, and then use that to drive your instances, or you write a GLSL material. I typically don’t write a shader directly unless I can’t do something with TOPs - but you could certainly do that as well.

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Oh, thank you, Matthew!