Yeah, I was just looking at your setup in the Cylinder Snake comp. Joe, your comps are really helpful, thanks a ton for sharing, I can feel the amount of work you put in to get it this far.
I still need to catch up on some mesh 101 groundwork to learn the rules, why I need that order for UV coords, et al. That's why I think Steve`s metallic scribbler is a useful test -- how can I map UV coords to a randomly generating mesh, and in the case of the metallic shader a 1D randomly changing shader?
Could be what Joe mentioned about the order of vertices, need to hack at that.
Also want to wrap my head around texture coordinates. How do you properly texture a real time growing ribbon? Speaking of which and maybe off topic, I'm trying to rework Steve's Metallic Scribbler comp with Make Mesh With Values. (I mean, look how awesome Zach Lieberman's shaders are. Then again, he helped create openFrameworks. Love his work). Right now I'm at that point where I need to understand how the texture coordinates work -- how do I get Steve' cool 1D texture to behave like it does in the metallic scribbler?