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Match Sphere Points ?


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I would do the same : raysop. Or with a point wrangle, I would use xyzdist to find the closest primitive of the second geo, the UV where the intersection is, and then use primuv to find the position of this intersection, and then move the point toward that intersection. Wire your sphere in first input, and your refrence sphere in second input of the wrangle.

int primcross;

vector uvcross;

vector newpos;

float distcross = xyzdist(1, @P, primcross, uvcross);

newpos = primuv(1, ‘’P’’, primcross, uvcross);

@P =newpos;

 

if the topology of your two spheres are matching, maybe you can try a point wrangle and just match the position of your first input geo to the point having the same point number on the second input geo. But you need same topology AND same ordering of points.

Edited by StepbyStepVFX
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