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Point Cloud lookups with displaced geometry


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Has something changed with the new H16 mat way of doing displacement that would cause problems with point cloud lookups?

I have a shader [a modified classic shader] in which I'm looking up a point cloud to get some wetness and colour attributes and it works fine without displacement. As soon as I switch that part on though, all the wetness etc vanishes. I'm sure when I've done this before it just worked but I'm clearly missing something.

I'm transforming global P from current to object space to do the pc lookup, I don't recall having to do any compensation there for the fact that the geo is displaced.

Does anyone have any pointers..?

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