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
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
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:
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
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
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
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
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
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.
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
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 =
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
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
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
@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
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’ -
:)
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
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
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`
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 =
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
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
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
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
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
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
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
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;
>
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:
>
>
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
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,
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