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Ambient Occlusion SOP and/or ray casting in VEX


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Hi all, I'm writing tools to extract data from a mesh and I need to calculate AO per point.  I know how to calc the AO but I can't see any built in VEX functions that allow ray casting in the SOP context.  FastShadow() would be perfect but won't work in SOP VEX.  I've written my own ray/triangle hit test in vex which works but probably not the fastest way to do.


Also are there any built in SOPs that can create per point AO that I might have missed?





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