vtrvtr Posted October 11, 2016 Share Posted October 11, 2016 (edited) Hi Pretty much the title In VOP I can use the "Import Primitive Attribute" node to do it, but I'm not sure what's the recommended way to do the same in a wrangle. I noticed that the IPA node is actually just a snippet, which obviously answers my question, but I was wondering if there was a more straightforward (a.k.a shorter) way to do the same Thanks EDIT Someone answered my question and apparently just using @primnum works in wrangles. However, now I'm more confused. I created a sphere and put a f@test = @primnum; in a point wrangle, the results are some numbers, but what do these numbers refere to? Edited October 11, 2016 by vtrvtr Question answered but now I have a different question Quote Link to comment Share on other sites More sharing options...
Atom Posted October 11, 2016 Share Posted October 11, 2016 (edited) If you turn on 3D viewport point numbers and primitive numbers you will see the correlation. In this image point #93 belongs to primitive #115. You can also fetch attributes directly from a primitive if you know it's index. v@Cd = prim(0, "Cd", some_primitive_index); Edited October 11, 2016 by Atom 1 Quote Link to comment Share on other sites More sharing options...
vtrvtr Posted October 11, 2016 Author Share Posted October 11, 2016 Yeah, I did that, that's how I got to see the numbers in the first place The thing is it was some funny numbers, like really weird like 3.495*10^-8, which is why I asked. I guess I did something else when I tested. Unfortunately I closed the file, so I can't check Well, sorry for the silly question, thanks, Atom! Quote Link to comment Share on other sites More sharing options...
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