Hello,
I’m trying to find a way to transform primitives (with unique points) independently, rather than transforming the whole geometry. See screenshot and .toe for how I do it in SOPs, and how I’m attempting to do it in POPs. I’m creating a custom attribute, but how can I use that to scale each primitive?
We also currently have it as an RFE internally to have a way to transform prims individually in POPs, as the workaround from Markus only works when all primitives are the same. please let us know any particular features you’d like to see!
Currently you could also use the Advanced GLSL POP for that purpose if you have some GLSL knowledge, see attached toe for starting point GlslAdvanced.toe (5.4 KB)
Thank you for the starting point @vincentDev ! I don’t have much GLSL knowledge, so that’s definitely helpful. It’s great that the Advanced GLSL POP allows for translate (and probably rotate?) as well as scale of prims individually, and of different prim types simultaneously. It could be nice if there was also a non-GLSL way to do translate and rotate of prims, if there isn’t already.
Still no dedicated POP but updating this with a new no GLSL solution leveraging the new pointItr expression in Transform POP.
Primitive center is calculated converting P to a primitive attribute (which averages values over the primitive), then you need to convert back all the primitive attributes you want to use back to point attributes.