Haha thanks, I should have been a detective instead :P Le 9 août 2016 10:52 AM, "Andy Nicholas" <a...@andynicholas.com> a écrit :
> 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> 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:"J >> erome+Couture-Gagnon"&hl=en&sa=X&ved=0ahUKEwi4orePwrTOAhWIdh >> 4KHZgwDLQQ6AEINzAE >> >> It's in 'patent' language but the concept is there :) >> Le 9 août 2016 10:01 AM, "Olivier Jeannel" <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> >>> 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> 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> >>>>> 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 >>>>>> >>>>>> 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 >>>>>> > 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> >>>>>>> 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. >>>>>>> >>>>>>> >>>>>>> >>>>>>> ------ >>>>>>> Softimage Mailing List. >>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>>>>>> with "unsubscribe" in the subject, and reply to confirm. >>>>>>> >>>>>>> ------ Softimage Mailing List. To unsubscribe, send a mail to >>>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the >>>>>>> subject, and reply to confirm. >>>>>> >>>>>> ------ >>>>>> Softimage Mailing List. >>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>>>>> with "unsubscribe" in the subject, and reply to confirm. >>>>>> >>>>>> ------ Softimage Mailing List. To unsubscribe, send a mail to >>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the >>>>>> subject, and reply to confirm. >>>>> >>>>> ------ Softimage Mailing List. 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