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Learn how to scatter geometry on a deforming surface without flickering. Using the xyzdist() VEX function, I capture the primitive number and intrinsic UVs, writing them as attributes for each scattered point on the deforming geometry. Then, with the primuv() VEX function, I interpolate the point positions every frame to maintain smooth movement. Finally, I show how to use the "Copy to Points" SOP to attach any packed geometry to the deforming surface. This technique ensures stable scattering on animated surfaces.

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