Correct way to use point attributes200 2 0
What is the correct way to use point attributes to drive the shading, I know that some known attributes as “uv” is translated to st. If I try to use bind to get a custom point attribute it doesn't seem to work even seeing it in the graph editor am I missing. something?
Point attributes are translated to USD vertex (varying) primvars by sopimport if they are in the attributes to import mask. They should bind in all the normal ways in shaders and appear in the scene graph details.
Thanks for the feedback, I'll check it out.
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