Now to blend the particles to the final mesh I need the particle to get the color of the closest position in the mesh's texture. I guess I can't just use Attribute Transfer here, as it only takes the values stored in the geometry and not the map itself. So want the particles to get interpolated UVs instead.
This is the network I have to reach that so far.
This is how I expected to get interpolated UVs:
int prim;
vector target=minpos(1,@P);
xyzdist(1,target,prim,@uv);
But for some reason xyzdist() doesn't work as I thaught. Instead it projects every single face of the mesh to a full UDIMM and uses these projections to calculate uv. Here I visualized the resulting uv:
Can you tell me what I got wrong here? And how do I receive correct uv?
Hope you can give me a hint, thanks a lot!