Love this killer technique for creating points out of geometry based on their UVs as demonstrated in InSession by @Jarrett :
This is great - much love here for this approach… but I have some questions.
This works successfully for me with both box and torus SOPs, but I’m stuck with a few strange results working with sphere SOPs. First up, when working with Mesh, Bezier, or Nurbs type I see a missing slice in the resulting render:
This presents slightly differently when working with a polygon:
It looks like there are both missing faces, and inconsistent behavior with some faces - where it looks like there are resulting points from rows, but not cols?
Another use case that seemed very exiting here would be to end up with a point cloud based on the UVs of multiple pieces of geometry. So far, I can’t seem to get this working. I can successfully get one SOP to work, but when the render flag for both SOPs is flipped I only see one geometry … even though the texture seems to display rendered points for both:
Attached is a toe file with all of these examples.
surface-pos.toe (6.5 KB)
I’d love a push to help me:
- understand what I did wrong with the Sphere SOP
- understand how to render surface points for multiple SOPs