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control points density based on texture and uv

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hi, i have an object with uv on vertices + texture --> my goal is to scatter points based on color defined on texture/uv/vertices, meaning darker colors = less points. I don't want to promote uv colors to points bc I then I need to subdivide the mesh significantly to have enough points to capture the texture details?

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update: i used function texture (map,u,v) in vex directly, but i have 1000000 points, so it seams each time the code is executed it reads the texture again, which is super slow...btw, same if i used vops and texture node..

question: is it possible to use in memory texture instead of reading from file each time we need to read map?


Edited by catchyid
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