i do have one more idea 1 sec
“`c vector p = prim(0, “P”, @primnum); vector dir = normalize(v@P – p); float theta = atan2(dir.y, dir.x); @uv = set(cos(theta), sin(theta)); v@uv.x /= abs(v@uv.x) * 2; v@uv.y /= abs(v@uv.y) * 2; v@uv += .5; “`
in a vertex wrangle
😮
<:meowpensivepray:814858736497590302>
please be faster