I think I've found the root cause of this.
Since the active/default_color_attribute is now passed by string instead of using the 'active layer' system from CustomData there is no longer an…
Hm, sadly my hunch wasn't correct. But there's definitely something wrong going on.
I've found out that if I apply the modifier and then go to the 'Color Attributes' panel in the mesh data, no…
Did you already try to do it in cycles rendered mode with a very low sample count and an emission shader? Because in my experience that can sometimes be just as fast as solid mode.
I have…
I think the main problem is it's usage in extract_mesh_vbo_uv.cc (and the related DRW_MeshCDMask ). Which UV layers are needed on the GPU is stored in a bitflag. So making that arbitrary-sized…
https://docs.blender.org/manual/en/latest/modeling/point_cloud.html
And even though the PointCloud object is not in the Add menu without turning on the experimental features, I think it is…
I'd guess this limit of 8 maps is a an EEVEE/Cycles limitation. Which would make it more complicated I guess.
But I can have a look if it seems doable...
Yeah, discarding seems a bad idea. Simplest is maybe to display a warning when more than 8 UV layers are detected? I have no idea how hard it would be to lift that limitation, but I can imagine…
There is (the start of) point cloud support if you turn it on from the experimental features in the preferences.
Also, both solid mode and cycles have point cloud rendering, and according to…
I have done some preliminary research into this. It's a completely different problem from the thing's I knew something about ;-)
As far as I can see it currently 'works as intended'. As in the…
Yeah, I think it's best to call this a 'known limitation'. I think the best we could do is maybe document a bit better that the normals are procedural and not a real attribute (until you capture…