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bsilva
Hello! I read this page on how VOP networks need to use parameter nodes to work correctly when they're compiled for Orbolt

http//www.orbolt.com/faq/question/24/vop-based-shaders-troubleshooting

I'm assuming this applies to the Attribute VOP in SOPs as well? And, does this also apply to the Wrangle node? Do we need to create spare parameters on the wrangle node and reference those in the snippet, or are we safe to use the “ch” function(s) within the VEX snippet?

Thanks!
AdamJ
You should be able to use ch calls in your wrangles with copy protected assets (object/sopl level).

Vop shaders are a special case; use parameter vops to create the bindings instead of using the ch references directly.
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