Coming from this one https://www.sidefx.com/forum/topic/51410/ [www.sidefx.com] so I don't hijack my own thread.
I got lucky because I could get the world position from the uvs. In the case of an arbitrary mesh I'd make a grid if points in world space that represent the pixels, do the tricks in sops and then bring the colors to cops.
Sops to cops
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OCIO Vex funtions, I'm sure that'd be cool, although for this specific example I don't imagine how they could be helpful, it might be because I haven't had the time or need to get around all the OCIO business.
#2. I'm not sure how that node would work. Look at the cop globals, we need a logic to import data. The most useful are the X and Y positions, analogous to u and v or s and t. So we need to find a correlation between that and world ( object ) space. So what I've done a couple of times before is transform the mesh to uv space and sample attributes from that geometry ( forget the pixel grid I talked about, I got confused with a related experiment ). Of course it needs to have properly laid out uvs.
I'm sorry I couldn't agree more, I'm just trying to be sincere AND constructive at the same time.
Toodles!!!
#2. I'm not sure how that node would work. Look at the cop globals, we need a logic to import data. The most useful are the X and Y positions, analogous to u and v or s and t. So we need to find a correlation between that and world ( object ) space. So what I've done a couple of times before is transform the mesh to uv space and sample attributes from that geometry ( forget the pixel grid I talked about, I got confused with a related experiment ). Of course it needs to have properly laid out uvs.
I'm sorry I couldn't agree more, I'm just trying to be sincere AND constructive at the same time.
Toodles!!!
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