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Access vertex UVs in VOPSOP?


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I want to use the UV's of an object to look up a black and white value from a painted map and store that value as a point attribute on the geometry. My problem is that if I try and use a vopsop and read the UVs as a point attribute on eg. a sphere, then at the seam line, because the points are fused, I get a really annoying edge where the UVs wrap around back to the other side. As far as I know, the UVs have to be a point attribute to do this because if they are a vertex attribute, I can't access them in a VOPSOP.

Any ideas how I can get round this problem?

(See two attached images of spheres, one with vertex UVs and one with point UVs)

Thanks.

post-8142-0-96378600-1386026298_thumb.jp

post-8142-0-73182600-1386026306_thumb.jp

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