Field POP and neighbors
I’ve been playing around a lot this week with the idea of taking neighboring points and trying to use those as affectors for a second POP. I saw @greg comment about the second input to those which is great for creating extra attributes but I’m wondering how/if that would work with a field where you create an attribute with a falloff.
Basically it’d be great if the field had a second input and could use whatever logic is going on with the neighbor POP to allow for falloffs from points or lines in the second input geometry and then have an attribute on the first input with that falloff.
For example if you had a cube made from line strips intersecting a volumetric sphere of points it’d be super cool to be able to have a field take those line strips (or even just the points) and then calculate the closest points to furthest with falloff. This functionality would work equally well on the neighbor POP actually too…rather than the neighbors as their own attributes just have each attribute have a weight which basically says “hey my closest neighbor is x distance away” and then normalize that with a falloff curve or something.
Proximity POP - group to group
It’d be great if the proximity POP could have two group inputs and have it exclusively connect from one group to the other. My example of this is that I have a light position which is a single point and I’m connecting it to a bunch of points on a 3D scan to make a fake god-ray kind of effect. Right now I have to ensure my light is far enough away that I can just use the threshold.
It’d be similarly cool to have a cube and a sphere and they only connect lines between one another.
EDIT: Maybe this could also be done in a more flexible way with incoming attributes rather than groups