If I understand the documentation correctly, I should be able to use attributefrommap to sample and transfer colors from a texture to point color. This seems to work for me if the texture is one I load in from the file system but *not* if the object already has texture. Clearly I'm doing something wrong, and the examples I've found online are only for nodes importing textures from the file system.
I include a .hip that uses the pig head as an example of a part with existing texture. I've tried fiddling with settings on the nodes, but no luck yet.
Part of my confusion, I think, is that although I see the shopnet path in the shop_materialpath attribute on the primitives in attributefrommap, I can't find where those materials actually live. I don't see anything in the shop network for instance. Where would I find them?
And finally, as a part of this dreadful situation, it is ultimately glb meshes I'll be importing. They have materials/textures, and I see those displayed correctly when I import them into other programs. But I don't see them in Houdini when I use the gltf node to bring them in. Shouldn't they show up? I'm clearly doing something wrong here too. The toggle for "Import Material Assignments" causes the shop_materialpath attribute to show up, but only with "/obj/materials/principledshader1" which doesn't seem helpful.
Any suggestions you can provide to help me get out of this swamp I seem to be in would be greatly appreciated! I include a .hip file of a small example.
Best wishes,
Mary