Re: shameful houdini question

2017-04-27 Thread Jason S
    On 04/27/17 12:17, Steven Caron wrote:     ... ICE took most of it away ...  I would have to agree,  and add that in general, does ICE take most of it away.   (complication)     On 04/27/17 12:17, Steven

Re: shameful houdini question

2017-04-27 Thread Steven Caron
Well at first I was using VOPs. So the looping stuff was hard to get right. I eventually got it but it was hard to debug and get the result I was looking for. I obviously was just doing something wrong, I have little time right now to actually read ever doc/tutorial. I am relying mostly on my

Re: shameful houdini question

2017-04-27 Thread Andy Nicholas
Haha. Neither am I, I'd just be after some robust critical feedback :) On 27/04/2017 11:34, Christopher Crouzet wrote: Sure thing but be warned that I'm far from being a noise expert! :) On 27 April 2017 at 17:21, Andy Nicholas > wrote:

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
Sure thing but be warned that I'm far from being a noise expert! :) On 27 April 2017 at 17:21, Andy Nicholas wrote: > Yes, exactly, I found the same. I'm quite relieved your experience mirrors > mine as otherwise I've just been wasting a lot of my time! :) > > Would love

Re: shameful houdini question

2017-04-27 Thread Andy Nicholas
Yes, exactly, I found the same. I'm quite relieved your experience mirrors mine as otherwise I've just been wasting a lot of my time! :) Would love you to beta test when it's ready (if you're interested). A On 27/04/2017 11:17, Christopher Crouzet wrote: I've just tried what you said and in

Re: shameful houdini question

2017-04-27 Thread Olivier Jeannel
Agree Christopher @primnum ;) 2017-04-27 12:17 GMT+02:00 Christopher Crouzet < christopher.crou...@gmail.com>: > I've just tried what you said and in fact the unified noise doesn't even > seem to use the full [0, 1] range as one would expect from reading the doc. > At least not in H13. Or maybe

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
I've just tried what you said and in fact the unified noise doesn't even seem to use the full [0, 1] range as one would expect from reading the doc. At least not in H13. Or maybe I did something wrong. If this turns out to be true, it'd kill the primary purpose of the node to bring coherency

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
Sorry, I can't really help as there are no `primpoints` function nor array attributes in H13, so I can't try any of that. That being said you are using @ptnum instead of @primnum. On 27 April 2017 at 16:21, Olivier Jeannel wrote: > Thank's Christopher, I'm just

Re: shameful houdini question

2017-04-27 Thread Andy Nicholas
Yep, Unified Noise is definitely very slow when tweaking the UI parameters. Haven't done any profiling yet though to see if that's due to recompiling issues vs actual performance of evaluation. On 27/04/2017 10:49, Olivier Jeannel wrote: I found the Unified noise slower than the other noises.

Re: shameful houdini question

2017-04-27 Thread Olivier Jeannel
I found the Unified noise slower than the other noises. No ? 2017-04-27 11:42 GMT+02:00 Andy Nicholas : > The `Unified Noise VOP`, which is a fairly useful node that outputs all > the noise values in the [0, 1] range, takes pretty much all of its logic > from the

Re: shameful houdini question

2017-04-27 Thread Andy Nicholas
The `Unified Noise VOP`, which is a fairly useful node that outputs all the noise values in the [0, 1] range, takes pretty much all of its logic from the `pyro_noise.h` include file. Which means that you can easily have access to the same functionalities in VEX, like so: #include v@perlin =

Re: shameful houdini question

2017-04-27 Thread Olivier Jeannel
Thank's Christopher, I'm just realizing that now :/ i[]@toto = primpoints(0, @ptnum); Won't work in a VOP Snippet, but I can bind the array in VOP later. crazy, it's one of the most used function... 2017-04-27 10:06 GMT+02:00 Christopher Crouzet < christopher.crou...@gmail.com>: > I think

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
I think remembering that I also had the same thought back when I started using Houdini but then it probably just sinked in... the logic in Houdini is strong! :) On 27 April 2017 at 14:53, Jonathan Moore wrote: > > > No complaints from me Christopher. It just spun my

Re: shameful houdini question

2017-04-27 Thread Jonathan Moore
No complaints from me Christopher. It just spun my head a little the first time I found out. Although now it makes complete sense even if it is all a little 'like a circle in a circle, like a wheel within a wheel’. ;) > On 27 Apr 2017, at 08:27, Christopher Crouzet

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
@Olivier: Not all VEX functions have been ported to VOP nodes, so maybe `primpoints` is one of these? Use a wrangle! ;) @Jonathan: I guess the rationale is that there was no need write a brand new node only to repeat the same features already available elsewhere? Seems fair enough to me and it

Re: shameful houdini question

2017-04-27 Thread Jonathan Moore
Funnily enough it all get’s a bit ‘pop will eat itself’ in that a VEX Wrangle is in fact a digital asset and in that digital asset is a VOP and in the VOP is a VEX snippet node and that generates that actual VEX code! As they used to say in one of my favourite 80’s US comedies ‘Soap’ -

Re: shameful houdini question

2017-04-27 Thread Olivier Jeannel
:) A question : What would be the exact equivalent of vex "primpoints" in VOP ? Primpoints returns an ordered integer ptnum array per primitive. 2017-04-27 8:03 GMT+02:00 Christopher Crouzet : > Technically, VOP is just a wrapper around VEX, so you could say that

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
Technically, VOP is just a wrapper around VEX, so you could say that you're kinda using VEX... indirectly! :P @Steven I actually didn't reply to your question at all. I don't know how I manage to misread emails that well but I'm pretty good at it! Anyways, the function `pcfind` returns point

Re: shameful houdini question

2017-04-26 Thread Olivier Jeannel
Still in the VOP band wagon here :/ 2017-04-27 7:22 GMT+02:00 Christopher Crouzet : > The `Unified Noise VOP`, which is a fairly useful node that outputs all > the noise values in the [0, 1] range, takes pretty much all of its logic > from the `pyro_noise.h`

Re: shameful houdini question

2017-04-26 Thread Christopher Crouzet
The `Unified Noise VOP`, which is a fairly useful node that outputs all the noise values in the [0, 1] range, takes pretty much all of its logic from the `pyro_noise.h` include file. Which means that you can easily have access to the same functionalities in VEX, like so: #include v@perlin =

Re: shameful houdini question

2017-04-26 Thread Andy Goehler
Hi Steven, same as Andy (Nicholas) here, VOPs mostly for Noise stuff, Wrangles for anything else. Cheers and have fun. Andy > On Apr 27, 2017, at 12:47 AM, Steven Caron wrote: > > Just to understand how the power users are using this. Are you using wrangle > nodes with vex

Re: shameful houdini question

2017-04-26 Thread Steven Caron
Yes, Volume VOPs I have been using a lot and seem the right way to go for the noise functions and simple range fit, clamps, gain, plus/minus/mul etc. For anything point related which we would do in ICE previous sounds like all wrangles (minus the noise stuff you mentioned). On Wed, Apr 26, 2017

Re: shameful houdini question

2017-04-26 Thread Andy Nicholas
VEX Wrangles nearly all of the time. Usually the only reason I go into VOPs is if a) I need to use something like the Anti-Aliased Noise VOP (which can’t be called as a function directly from VEX), or b) if I’m doing shaders. For some reason I find shaders much easier to deal with in VOPs. I

Re: shameful houdini question

2017-04-26 Thread Steven Caron
OK, great... I can see how to customize it from that snippet. Just to understand how the power users are using this. Are you using wrangle nodes with vex snippets 100% of the time or are you using the VOP sub graph for somethings? Steven On Wed, Apr 26, 2017 at 11:38 AM, Andy Nicholas

Re: shameful houdini question

2017-04-26 Thread Andy Nicholas
If you have a look at the docs for pcfilter, it gives you some VEX code that’s the equivalent functionality. You can tweak to suit your needs. Pasted in from the docs: - - - - float pcfilter(int handle; string channel) { floatsum, w, d; floatvalue, result = 0; while

Re: shameful houdini question

2017-04-26 Thread Steven Caron
So pcfilter has weighting built into it? I guess I want to customize this weighting should I not use pcfilter? and use pcfind and loop over the particles? On Wed, Apr 26, 2017 at 11:18 AM, Andy Nicholas wrote: > Yep, I’m afraid I’m a complete VEX convert now. I never

Re: shameful houdini question

2017-04-26 Thread Andy Nicholas
Yep, I’m afraid I’m a complete VEX convert now. I never used to be! Cris, don’t mind me posting stuff like that, I’m just doing it in case it’s useful to anyone who’s trying to get into VEX. Actually, when I was learning to do all the point cloud stuff, I found it useful to see the VEX when I

Re: shameful houdini question

2017-04-26 Thread Steven Caron
Thanks guys! I didn't want to use VEX even though I might need to in the long run. On Wed, Apr 26, 2017 at 10:57 AM, Andy Nicholas wrote: > Yep, what Cris said. Here’s some VEX you can drop in a Point Wrangle if > you want to try that approach: > > float radius = 1.0; >

Re: shameful houdini question

2017-04-26 Thread Andy Nicholas
Yep, what Cris said. Here’s some VEX you can drop in a Point Wrangle if you want to try that approach: float radius = 1.0; int maxpts = 50; int handle = pcopen(0, "P", @P, radius, maxpts); @P = pcfilter(handle, "P"); > On 26 Apr 2017, at 18:37, Cristobal Infante wrote: > >

Re: shameful houdini question

2017-04-26 Thread Cristobal Infante
pcopen > pcfilter (P) will give you the nearest positions. On 26 April 2017 at 18:27, Steven Caron wrote: > i hate to do it but i gotta ask this group because of our shared ICE > knowledge... > > what is the proper way to get closest points and average their position > and

shameful houdini question

2017-04-26 Thread Steven Caron
i hate to do it but i gotta ask this group because of our shared ICE knowledge... what is the proper way to get closest points and average their position and update the point position? pcfind gives me an integer array, but how do i look up those indices and get their point position? pcopen,