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softpeak_an_attribute?


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Um, I just made a quick crude way to do this....

You could just paint an attribute on the surface and use a pointSOP to composite in the attribute on the $MAPU or $MAPV. I painted an attribute, made a VEXsop to composite on to the surface over time and then just used a pointSOP to get it in the UVs.

So, if you have an attribute called fun

$MAPU*$FUN+(1-$MAPU)

You would have to make sure have a scalar to help roll off the effect, all possible in VEX, or your shader.

But I keep reading your first post and I"m thinking it could be solved in your shader and still use your point colors as the trigger as long as you pass the value in some how.

-k

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