Hello!
I can't figure out why the bind vop inside the material network will not grab a primitive float attribute from the geometry.
I just made a simple float primitive attribute with some random values & want to use it as a roughness parameter on the principledshader material.
*EDIT* Oops! Nevermind! it's working!
By some luck I named the attribute "rough" which is the actual default attribute name for the shader's roughness... so it was reading the attribute directly without needing a bind vop.