Pete wrote:Ahhhh F***K! I spoke too soon. if i do it this way it means i can't use the distance to blend as they are per point not per sample like the colour.
anyone know how to make this plug in?
as you said, it's about context, vertex colors are in "node" context, there's one on each corner of polygon.That is, 'under' one vertex, there's a chance for many vertex colors. This allows vertex colors to have a sharp mix on each side of some edge, if you want this.
'Get distance to surface" probably have a self.pointposition plugged into 'get closest location' or like, so it's per-point context, all the time. You could try a plain 'get closest location' with 'self.NodePosition' as input. This ensures the same context.
ICE tree
Or... if same color on all vertex colors that belongs to vertex, is enough: create a custom attribute in per point context, let's say, 3d vector. Convert vertex color inputs to this attribute, do all operations, set it back to vertex colors at the end of ICE tree.