Wrangle-Prim
Nearest Primitive and point attribute from it
int prm;
vector uv;
xyzdist(1, @P, prm, uv);
@P = primuv(1, "P", prm, uv);
Nearest Primitive and point attribute from it
int prm;
vector uv;
xyzdist(1, @P, prm, uv);
@P = primuv(1, "P", prm, uv);