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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