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Sort points on points to volume


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In this specific case you can sort along the vector (0.1,1,0.01).

 

For something more general you could use a wrangle node with the following, and then sort by the attibute 'sort' .

float mult = 100.0;
f@sort = @P.z + @P.x*mult + @P.y*mult*mult;

This works for geometry with a size smaller than the 'mult' value. I don't know how to make this work for any size.

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