we were trying to figure out how to make a pincushion style network without using the technique in the included example (which uses GLSL to offset the vert positions at rendertime)
right now, the only method i can figure out is using a TOP To CHOP to convert every row into it's own channel, and then either a) reformatting the chop so it's the proper format to use in conjunction with an Add SOP or b) access it directly using a Point SOP and a chopi() expression in the $TY field.
i thought there might be a way to apply the TOP to geometry using the Texture SOP, and then somehow access a single value from a texture correspondent to a point, but i've only been able to get to the UV coords using $MAPU,$MAPV.
so... is there any way to perform fast texture lookups in SOP contexts, before it gets to a shader?
