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What is the fundamental unit that Point Operators (Pops) in TouchDesigner primarily operate on?
What is a key advantage of Pops (Point Operators) over traditional SOPS (Surface Operators) in TouchDesigner?
What type of GLSL shaders are used by Pops in TouchDesigner?
In Pops, what is an “attribute”?
Which of the following built-in attributes provides the normalized point index (ranging from 0 to 1)?
What is a recommended practice for managing attributes to optimize memory usage in Pops?
What is the primary difference between the Math pop and the Math Mix pop?
What is the main purpose of the Neighbour pop?
Why is _stepSeconds recommended over _time.rate for time-dependent operations in particle simulations?
When might it be more desirable to write GLSL code directly within Pops rather than relying solely on Pop operators?
