Impressive Google-fu skills ;)

On 09/08/2016 15:48, Ahmidou Lyazidi wrote:

Hi Andy,
I knew that Jérôme worked on the closest location and Ray cast system (as he did in Fabric Engine) , I just search for his name in the Google patent search.

Le 9 août 2016 10:38 AM, "Andy Nicholas" <a...@andynicholas.com <mailto:a...@andynicholas.com>> a écrit :

    Interesting! (although, personally I can't stand things like this
    get patented)

    Ahmidou, how did you find that or become aware that that even
    existed in the patent database?


    On 09/08/2016 15:15, Ahmidou Lyazidi wrote:

    A bit more than that,  here's the patent:
    https://www.google.ch/patents/US20070024632?dq=ininventor
    
<https://www.google.ch/patents/US20070024632?dq=ininventor>:"Jerome+Couture-Gagnon"&hl=en&sa=X&ved=0ahUKEwi4orePwrTOAhWIdh4KHZgwDLQQ6AEINzAE

    It's in 'patent' language but the concept is there :)

    Le 9 août 2016 10:01 AM, "Olivier Jeannel"
    <facialdel...@gmail.com <mailto:facialdel...@gmail.com>> a écrit :

        Hey Ahmidou !
        Getting some neighbors and averaging ?

        On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi
        <ahmidou....@gmail.com <mailto:ahmidou....@gmail.com>> wrote:

            Yes exactly,  but it's patented by AD,  so you'll need to
            roll you own

            Le 9 août 2016 9:12 AM, "Olivier Jeannel"
            <facialdel...@gmail.com <mailto:facialdel...@gmail.com>>
            a écrit :

                Makes sense ! That's what the "smoothed surface"
                button compensate for in XSI ?

                On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas
                <a...@andynicholas.com
                <mailto:a...@andynicholas.com>> wrote:

                    Hmm, I think that's to be expected. The edges and
                    points are generally closer to the grid than the
                    faces. Think of it as you've started with a
                    perfect sphere made of wood, and you just sanded
                    it down to get those flat triangles. The edges
                    and points represent the places that haven't been
                    sanded down, so therefore, generally, they're
                    closer to the grid than the flat surfaces.



                    On 09/08/2016 11:31, Olivier Jeannel wrote:
                    The Attribute Transfer is nice to prototype an
                    idea, but it's rather slow (unless they rebuild
                    it since I used it) compared to the execution
                    speed of a Vop Sop.
                    In Vop Sop, I use the PcOpen + Pc Filter to
                    mimic the Attribute Transfer at God speed :)

                    While we're speaking of the xyz+PrimUV, I found
                    it has a weird behaviour compared to the
                    ClosestLocation of ice.
                    Here's a screen shot of what I have :
                    
https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
                    
<https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc>

                    Basicaly a Grid emit some particles with a Pop
                    solver, I build a PopVop to create a Velocity(v)
                    that make the particles going from their
                    position toward the closest UV location on the
                    Sphere.
                    If you look at the screenshot you can see that
                    the location has some preferences for the points
                    and edges rather than the polygons area.

                    Have I missed something ?




                    On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas
                    <a...@andynicholas.com
                    <mailto:a...@andynicholas.com>> wrote:

                        Take a look at the "primuv" and "xyzdist"
                        VEX functions. They allow you to get near
                        identical behaviour to closest point look
                        ups. It's not too much work to wrap them up
                        into reusable HDAs. (In fact, I'd recommend
                        doing it as a good way to start getting your
                        head around HDA creation as a process.)



                        On 07/08/2016 21:55, Andy Chlupka wrote:

                        On Aug 06, 2016, at 11:17, Olivier Jeannel
                        <facialdel...@gmail.com
                        <mailto:facialdel...@gmail.com>> wrote:

                        In Houdini they tend to transform every
                        thing in VDB or fill volumes with nuts
                        number of points just to transfer datas...

                        Strange thing you describe here. I’ve found
                        that most advice comes in the from of using
                        the Attribute Transfer SOP.



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