This operator imports attribute data from the OP connected to the given input. It returns 1 if successful and 0 if unsuccessful. Possible reasons for failure are:
No input is connected to the specified index.
The attribute does not exist on the input geometry.
The attribute size/type doesn’t match the VEX type.
The input geometry has fewer points than the VEX OP’s geometry.
The point number given is larger than the number of points in the input.
Specifying the point number is optional.
When using Import Attributes inside POPs, care is required. If one reads from an attribute that is being written to, undefined results can occur. In this case, one should turn on Cache Incoming Geometry at the POP level.
The following examples include this node.
This example simulates grass being pushed down by an RBD object. Fur Objects are used to represent the blades of grass and Wire Objects are used to simulate the motion. When a single Fur Object is used to represent the grass, neighbouring blades of grass will have similar motion. Additional objects with different stiffness values can be used to make the motion less uniform. When "Complex Mode" is enabled, two objects are used to represent the grass. The stiffness of each set of curves can be controlled by adjusting the "Angular Spring Constant" and "Linear Spring Constant" parameters on the corresponding Wire Objects.
This example demonstrates how to break wire constraints on a per point basis. The wire solver is set up to constrain certain points if it finds an attribute named 'pintoanimation'.
This example uses the foreach sop to apply the same SOP repeatedly to the geometry, accumulating the effect of each pass.
This example demonstrates how to paint scattered points onto the surface of your geometry with a set number of points per area.
This example demonstrates how to use a Points From Volume SOP to create a target goal for a flip simulation and make it fill a given piece of geometry.