I'm generating smoke/fire via the “s**t load of particles method”, to speed up the process, I have the following setup:
- Simple Popnet with not that many particles cached out to disk
- Duplicate particles a number of times (they are sitting on top of each other for now).
- VopSop doing semi-clever jittering of each copy followed by Curl Noise (doing the noise after the jitter somewhat avoids the fuzz look)
I want to do the last part in a CVEX vopnet context… because I could then just let mantra chew on it and avoid writing out dozens and dozens of gigabytes to disk.
But I soon realized that CVEX doesn't do anything without somebody first coding in c++ the thing that asks for it (not me!!). So, for my cunning plan to work I need a geometry shader with a path to a cvex shop that will let me overwrite P.
Can anyone help? Seems like a fairly obvious use for cvex, no?
I tried displacement shader but annoyingly that doesn't work when you “render as points”

cheers
Serg

