I’m attaching a TOX here that has maybe a useful technique embedded in it, but is more of a talking point about a broader RFE / technique I’d like to bring up for discussion.
In the file, my initiating desire was to be able to target a point on a surface via uv coordinate in order to inform where another POP system might “grow” or attract to along the other POP’s surface. The current way I thought to do this is to convert the “source” POP to texture data in order to use uv coordinates to locate the “growing” POP via mesh uv style coordinate space. The example attached is simply copying simple pop geo onto these derived points, not doing any simulation work yet.
First thing this revealed was that UV Unwrap mode for render doesn’t seem to work yet for POPs ( unless I’m missing something but i assume the Tex attribute or another defined one just needs to be allowed to function here? Not sure the complexities) but this would be great to have in any case for parity with SOPs. So I’m doing the unwrap manually in POPs and in the lowest example green annotation use multi-buffers to get the various attributes out into texture buffers to lookup. The yellow annotation area is my working process and comparison with the SOP unwrap, the three techniques are switchable via the parent “Lookup mode” parameter.
The unwrap feature would be great, but this for me brings up the larger “lookup” concept as a feature set to be brought more generally to POPs. This relates to volumes and Josef’s T3D stuff as well ( and maybe has/neighbor stuff also though I haven’t thought through that functional overlap yet). In my lower teal annotation I am pondering a generalized 2D/3D coordinate lookup technique and RFE that might enable us to use a beefed up Sort and Lookup Attribute POPs to get a way to “sample” POPs like we do textures, with interpolation and wrapping style configurations included. This might skip the need to convert to textures and just get to looking up a source POP directly via coordinates. See that lowest annotation for more detailed thoughts.
As always, I’m not sure how this gets sorted under the hood or what the pitfalls are but I assume since we do it with textures it could possibly be enabled for general POP data?
But maybe there’s something special about texture lookup compared to a ground up way to sample and interpolate… I could see the beefed up Lookup Attribute POP ( or seperate Lookup Coordinates POP? or maybe just called Sample POP?) having the same kind of parameter blocks as the current Lookup Attribute but with the ability to define texture style interp and extend/wrap modes.
This of course would then allow volumetric data to be imbued with arbitrary data above 4 components as well, something I’m sure Josef and Tekt are interested in and likely working on? Maybe generally points to how we get to SDF and volumetrics in POPs…
And as always again, maybe I missed something and this is already possible without conversion to texture? In fact I bet it is in some way, just seems like a bunch of work! Anyone done this?
Anyways, here’s my exploration:
uv_lookup_testing_and_thoughts.tox (58.2 KB)