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hello everyone and this is a tutorial on how to rasterize attributes in the new cops using Vex okay so the tutorial itself is like 2 minutes but I want to explain the reason you need to do that okay uh because uh thereamp;#39;s already a rasterized uh node inside of cops so why do you want to use weex to do it okay so uh what I was trying to do uh and then a lot of people on Facebook and Twitter sort of helped me out is I just wanted to create dirt based on curvature okay so I have like the setup is pretty simple I have like my test rubber toy and uh I gave it some subdivisions because the curvature is being done using the measure curvature node and uh that requires you know there has to be enough geometry for it to work I hope they put in like a curvature node directly inside cops so then itamp;#39;ll be at texture level so youamp;#39;re not youamp;#39;re not dependent on you know geometry resolution anyway so we have the measure Cur so I added normals and I have measure curvature