Is there something in POPs equivalent to the Wireframe SOP?
The Line Thick POP is sort of doing that but it seems to mostly just be 2d based on camera view, and it doesn’t create tubes that support shading (e.g. phong).
I attempted to implement this in the past with a geometry shader and couldn’t get it to work, so maybe it’s not viable with purely GPU-bound operations?
Currently there isn’t something equivalent to Wireframe SOP in POPs.
A possible alternative way of doing this could be computing rotations values for the triangle edges and use this information and the positions with Geometry to instantiate tubes along the edges. You would also have to make sure there is at least one point per edge. It might not be that straightforward, be it might be easier then using geometry shaders.
Here’s a quick and dirty way to emulate the wireframe SOP, pretty much doing what Guillaume is describing, the issue with this approach is that shared edges between polygons get duplicated when converting to line strips, resulting in overlapping tubes
I’ll add an RFE to add a convert edges to lines/line strips in the convert POP mode