POP Bug Report and Feedback from TEA Community

1 Could some hidden attributes (or custom attributes) be integrated into the dropdown menu after connecting to the next operator?

2 Perhaps it should be ‘3 components’ here?

3 Could you perhaps explain more about how the Tex quantity is calculated and applied?
It might be hard to understand according to the recourse:Tex is the texture coordinates for point and is always a 3-float vector which includes the 3rd dimension of a 3D texture.
At present, the Tex quantity seems to be unrelated to the direct physical changes such as scaling and rotation of three-dimensional objects in space. So, how is it calculated and generated based on point relationships, and what attributes of the points does it represent?

4 It seems that there is not much difference in Volume and Volume(Deterministic), and the official documentation does not explain it.

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5 Crashes screenshots.


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It crashes sometimes when no operations are performed (though the probability is low).
It also might crash when there is a large amount of computation. For example, sprinklePOP selects points in complex geometries using the volume method or adds materials to complex POP structures.
Sometimes, it also crashes when adding proximityPOP.

6 Can parameters like position/color/texture in POPviewer be directly displayed in the “Display Options” of POP operators? It would be a bit inconvenient if we need to use popviewer or PopToDAT to view hidden parameters at every step. Also, it would be great to improve the UX of Popviewer.

7 Can MathMix POP customize the number of input value sets and perform multiple calculations simultaneously?

8 For the changing on scaling properties, it doesn’t seem to be displayed within the operator. You can only see it after rendering, which makes it difficult to understand the role of this operator.

9 The resource usage is still too high when we have many preview simultaneously. I wonder if there is a way to optimize this.

Hello Jimmz,
Thank you for taking the time to give us some feedback.

In your screenshot, the drop down menu contains attributes present in the input. POPs attribute parameters show what is currently available. When a new attribute can be created by a POP, there will usually be a menu with some reserved attribute names or a default name.

Right, thanks! We will fix the documentation.

Texture coordinates are usually used to map texture on meshes. The mesh can be transformed in space, but the texture mapping usually stays the same. You can map a texture to a mesh created with POPs by inputting a pop to a Geometry COMP and by assigning a Material with a Color Map to the Geometry COMP Material parameter.

Please do not hesitate to send us crash dumps with toe files. It would be immensely helpful.

Some users already ask for something similar. It looks like something we should add.

I’m not sure I understand. Could you give an example of what you would like to do?

This is just a point attribute. Scaling a point in the viewer wouldn’t really make sense. The information doesn’t represent anything until you decide to do something with it.

We had some similar comments about memory comsumption. To help with this, we could make it easier to monitor the memory usage. This is something we have to address.

Some comments about texture coordinates. The common attribute that we use for texture coordinates in POPs is Tex (formerly uvw), which is always a vec3, where the 3rd value is used for 3D textures where applicable, and 0 otherwise. But you can use any name when you assign it to a material (via the >>> icon in parameters). Some materials use several sets of texture coordinates, you can call them anything, like TexA, TexB, etc …

The Tex attribute can be created on all the generator POPs, and created/adjusted with the Texture POP, but also in many other POPs that give greater control, like Normalize, Math, Math Mix, Projection, Noise, Pattern, Transform, Lookup* and more.