Creep
Same things in Wrangle
vector uv = @P;
vector hitN = primuv(1,"N", 0, uv);
vector hitP = primuv(1,"P", 0, uv);
@P= hitP + hitN*@P.z;
Same things in Wrangle
vector uv = @P;
vector hitN = primuv(1,"N", 0, uv);
vector hitP = primuv(1,"P", 0, uv);
@P= hitP + hitN*@P.z;