Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Christopher Crouzet
You can think of each geometry attribute as an array which length equals
the number of points (if dealing with points). VOPs simply iterate over
these points and process the graph for each of them. Since each attribute
is an array, at any time you can pick the value of any element with `Get
Attribute` provided you know the point number. This is so straightforward
that you can even do this outside of VOP/VEX, with the `point` expression
for example.

Sometimes it can be useful to define attributes that can themselves hold
arrays, for example a list of neighbours, to then pass these down to other
nodes for further processing. That's why they added that feature in H14,
but otherwise there's no real need to directly create arrays yourself.
Shamefully, I haven't used Fabric Engine yet but from what you're saying
maybe they're just presenting the data differently by providing you with
the whole points data as an array instead of letting you directly work on a
per-point context? In any case, there's plently of good reasons to use
Fabric Engine but this definitely isn't one of them—just wrap your head
around how Houdini works instead, everything will eventually start to make
sense :)

Olivier, assuming that two poins are neighbour based on their point number
is quite a risky bet. Instead, there is a `Neighbour VOP` node for that so
you can pick P1 as being the first neighbour of P0. But then, to reflect
the sorting order of your points, it'd be better to retrieve the array of
all the neighbours and retrieve only the neighbour with the smallest point
number.

I've made an example scene for you—everything is happening in the node
named `rotate_each_prim`, where you'll find an `angle` parameter to play
with. I tried to keep the code as simple as possible and documented every
line to help you understanding it.

An issue is that the `Sort SOP` node fails when for example sorting the
points of the grid along the X axis since many points in that grid share
the same position in X, leaving no hint for the `Sort SOP` node to
prioritize one point over the other. In fact, sorting points by an axis
might be troublesome even on more organic geometries, so basing this effect
on the `Sort SOP` alone won't be enough to have predictible results, and
you'll end up with primitives rotating in a different direction than their
neighbours.


On 3 March 2016 at 05:43, Anto Matkovic  wrote:

> Nope. I think the only way to create an array directly in VOP, is pcfind
> (pcopen that returns array), or array version of point neighbors. Or, to
> stack the 'append' node several times :). There are examples how to loop
> over arrays of indices, later in network, here:
>
> https://www.sidefx.com/index.php?option=com_content&task=view&id=3148&Itemid=412
> By the way, had to do some pretty interesting networks :) for Kristinka
> Hair for H - while everything worked at the end of day, anyway.
>
> If you're around arrays and nodes, Fabric is waiting for You
>
>
> --
> *From:* Olivier Jeannel 
> *To:* "softimage@listproc.autodesk.com" 
> *Sent:* Wednesday, March 2, 2016 1:29 PM
> *Subject:* OT Houdini build Array VOP question (and a bit of rant)
>
> Hello serious list :)
>
> I'm a bit confused with houdini vop array.
> While I managed to do it in vex, I would like to make a build array (like
> build array from set) of the pointposition (P) in VOP.
>
> I understand you need to for-loop on each Ptnum and probably append the P
> values and this will buid an array of P.
> But you know what ? Well I can't manage to make it work.
>
> I found no example on the net (sideFX, odforce).
> The doc is just words, no schemes, no graphics.
> The examples hips are bizarre, not so simple, and use the old loop node.
>
> So I'm wondering if someone from here could provide a screen shot of how
> that should be connected ?
>
> Thank you :)
>
>
> --
> 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.
>



-- 
Christopher Crouzet
*http://christophercrouzet.com* 


mystic.hipnc
Description: Binary data
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Arnold (SiToA) for toon shading?

2016-03-02 Thread Pierre Schiller
Cool. Thanks for the reply. I'll hop into the machine in a couple of hours
to test this.
On Mar 2, 2016 12:55 PM, "Stephen Blair"  wrote:

> You can do either.
>
> I just followed the instructions:
>
>
>   SItoA:
> + copy the content of the "softimage\spdl" folder into
> "Addons\SItoA\Application\spdl",
>
> + copy the content of "softimage\compounds" into
> "Addons\SItoA\Data\RTcompounds",
>
> + copy the .dll   in "bin" into
> "Addons\SItoA\Application\Plugins\bin\nt-x86-64",[Windows]
>
> And that worked. I did not copy the Symbiont dll.
>
> On Wed, Mar 2, 2016 at 12:10 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Didn´t load up the shaders. I don´t know if I should make a custom
>> Workgroup named SitoA, OR do I need to use the default SiToA directory?
>> Thanks.
>>
>> On Fri, Feb 12, 2016 at 1:38 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> I'll try that. I read that obq thing goes to c:/windows. Glad you share
>>> some light on this. Toon shaders are my main interest along that hair
>>> shading dll.
>>>
>>> Thanks
>>> On Feb 11, 2016 11:45 PM, "javier gonzalez" 
>>> wrote:
>>>
  This dll  Obq_Shaders__Core__v304.dll goes to:
 Z:\Softimage
 Workgroup\TestWorkgroup\Addons\SItoA\Application\Plugins\bin\nt-x86-64

 and the spdl files goes to: Z:\Softimage
 Workgroup\TestWorkgroup\Addons\SItoA\Application\spdl

 hope this help.

 2016-02-11 21:37 GMT-06:00, Pierre Schiller <
 activemotionpictu...@gmail.com>:
 > It shows an error for recent arnold versions. I placed all the .dlls
 inside
 > users/autodesk/softimage2014/addons/SitoA/bin/x82-64 folder, but still
 > shows error that shaders are not defined. Could anyone help me out
 with
 > this? Thanks.
 > On Jan 23, 2016 10:39 PM, "Pierre Schiller"
 > 
 > wrote:
 >
 >> I saw thw obq toon and I also saw how it didn't work thread. But,
 with
 >> all
 >> of that, has anyone worked with that arnold toon shading?
 >> On Jan 22, 2016 5:47 PM, "Francois Lord" 
 wrote:
 >>
 >>> Yes.
 >>> http://s3aws.obliquefx.com/public/shaders/help_files/Obq_Toon.html
 >>>
 >>> On 01/21/16 17:52, Pierre Schiller wrote:
 >>>
 >>> Hello. I was looking at Transformers Devastation videogame and I got
 >>> across this article:
 >>>
 >>>
 http://www.gameranx.com/updates/id/29176/article/transformers-devastation-director-used-special-shading-to-recreate-80s-anime-look/
 >>>
 >>> I was also looking if by any means was possible for Arnold to
 recreate
 >>> the shader. I know it´s a professional secret from their company,
 but I
 >>> haven´t recalled any works for cell shadig (toon render) from
 Arnold (I
 >>> know it takes advantage of physical calcs for light+materials) but
 how
 >>> about Toon shading?
 >>>
 >>> Thanks. :)
 >>>
 >>> --
 >>> Portfolio 2013 
 >>> Cinema & TV production
 >>> Video Reel 
 >>>
 >>>
 >>>
 >


>>
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>> --
>> 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.

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Anto Matkovic
Nope. I think the only way to create an array directly in VOP, is pcfind 
(pcopen that returns array), or array version of point neighbors. Or, to stack 
the 'append' node several times :). There are examples how to loop over arrays 
of indices, later in network, 
here:https://www.sidefx.com/index.php?option=com_content&task=view&id=3148&Itemid=412
By the way, had to do some pretty interesting networks :) for Kristinka Hair 
for H - while everything worked at the end of day, anyway.
If you're around arrays and nodes, Fabric is waiting for You

  From: Olivier Jeannel 
 To: "softimage@listproc.autodesk.com"  
 Sent: Wednesday, March 2, 2016 1:29 PM
 Subject: OT Houdini build Array VOP question (and a bit of rant)
   
Hello serious list :)
I'm a bit confused with houdini vop array.While I managed to do it in vex, I 
would like to make a build array (like build array from set) of the 
pointposition (P) in VOP.
I understand you need to for-loop on each Ptnum and probably append the P 
values and this will buid an array of P.But you know what ? Well I can't manage 
to make it work.
I found no example on the net (sideFX, odforce).The doc is just words, no 
schemes, no graphics.The examples hips are bizarre, not so simple, and use the 
old loop node.
So I'm wondering if someone from here could provide a screen shot of how that 
should be connected ?
Thank you :)

--
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.

Re: Arnold (SiToA) for toon shading?

2016-03-02 Thread Stephen Blair
You can do either.

I just followed the instructions:


  SItoA:
+ copy the content of the "softimage\spdl" folder into
"Addons\SItoA\Application\spdl",

+ copy the content of "softimage\compounds" into
"Addons\SItoA\Data\RTcompounds",

+ copy the .dll   in "bin" into
"Addons\SItoA\Application\Plugins\bin\nt-x86-64",[Windows]

And that worked. I did not copy the Symbiont dll.

On Wed, Mar 2, 2016 at 12:10 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Didn´t load up the shaders. I don´t know if I should make a custom
> Workgroup named SitoA, OR do I need to use the default SiToA directory?
> Thanks.
>
> On Fri, Feb 12, 2016 at 1:38 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> I'll try that. I read that obq thing goes to c:/windows. Glad you share
>> some light on this. Toon shaders are my main interest along that hair
>> shading dll.
>>
>> Thanks
>> On Feb 11, 2016 11:45 PM, "javier gonzalez" 
>> wrote:
>>
>>>  This dll  Obq_Shaders__Core__v304.dll goes to:
>>> Z:\Softimage
>>> Workgroup\TestWorkgroup\Addons\SItoA\Application\Plugins\bin\nt-x86-64
>>>
>>> and the spdl files goes to: Z:\Softimage
>>> Workgroup\TestWorkgroup\Addons\SItoA\Application\spdl
>>>
>>> hope this help.
>>>
>>> 2016-02-11 21:37 GMT-06:00, Pierre Schiller <
>>> activemotionpictu...@gmail.com>:
>>> > It shows an error for recent arnold versions. I placed all the .dlls
>>> inside
>>> > users/autodesk/softimage2014/addons/SitoA/bin/x82-64 folder, but still
>>> > shows error that shaders are not defined. Could anyone help me out with
>>> > this? Thanks.
>>> > On Jan 23, 2016 10:39 PM, "Pierre Schiller"
>>> > 
>>> > wrote:
>>> >
>>> >> I saw thw obq toon and I also saw how it didn't work thread. But, with
>>> >> all
>>> >> of that, has anyone worked with that arnold toon shading?
>>> >> On Jan 22, 2016 5:47 PM, "Francois Lord" 
>>> wrote:
>>> >>
>>> >>> Yes.
>>> >>> http://s3aws.obliquefx.com/public/shaders/help_files/Obq_Toon.html
>>> >>>
>>> >>> On 01/21/16 17:52, Pierre Schiller wrote:
>>> >>>
>>> >>> Hello. I was looking at Transformers Devastation videogame and I got
>>> >>> across this article:
>>> >>>
>>> >>>
>>> http://www.gameranx.com/updates/id/29176/article/transformers-devastation-director-used-special-shading-to-recreate-80s-anime-look/
>>> >>>
>>> >>> I was also looking if by any means was possible for Arnold to
>>> recreate
>>> >>> the shader. I know it´s a professional secret from their company,
>>> but I
>>> >>> haven´t recalled any works for cell shadig (toon render) from Arnold
>>> (I
>>> >>> know it takes advantage of physical calcs for light+materials) but
>>> how
>>> >>> about Toon shading?
>>> >>>
>>> >>> Thanks. :)
>>> >>>
>>> >>> --
>>> >>> Portfolio 2013 
>>> >>> Cinema & TV production
>>> >>> Video Reel 
>>> >>>
>>> >>>
>>> >>>
>>> >
>>>
>>>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
> --
> 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.

Re: Arnold (SiToA) for toon shading?

2016-03-02 Thread Pierre Schiller
Didn´t load up the shaders. I don´t know if I should make a custom
Workgroup named SitoA, OR do I need to use the default SiToA directory?
Thanks.

On Fri, Feb 12, 2016 at 1:38 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> I'll try that. I read that obq thing goes to c:/windows. Glad you share
> some light on this. Toon shaders are my main interest along that hair
> shading dll.
>
> Thanks
> On Feb 11, 2016 11:45 PM, "javier gonzalez" 
> wrote:
>
>>  This dll  Obq_Shaders__Core__v304.dll goes to:
>> Z:\Softimage
>> Workgroup\TestWorkgroup\Addons\SItoA\Application\Plugins\bin\nt-x86-64
>>
>> and the spdl files goes to: Z:\Softimage
>> Workgroup\TestWorkgroup\Addons\SItoA\Application\spdl
>>
>> hope this help.
>>
>> 2016-02-11 21:37 GMT-06:00, Pierre Schiller <
>> activemotionpictu...@gmail.com>:
>> > It shows an error for recent arnold versions. I placed all the .dlls
>> inside
>> > users/autodesk/softimage2014/addons/SitoA/bin/x82-64 folder, but still
>> > shows error that shaders are not defined. Could anyone help me out with
>> > this? Thanks.
>> > On Jan 23, 2016 10:39 PM, "Pierre Schiller"
>> > 
>> > wrote:
>> >
>> >> I saw thw obq toon and I also saw how it didn't work thread. But, with
>> >> all
>> >> of that, has anyone worked with that arnold toon shading?
>> >> On Jan 22, 2016 5:47 PM, "Francois Lord"  wrote:
>> >>
>> >>> Yes.
>> >>> http://s3aws.obliquefx.com/public/shaders/help_files/Obq_Toon.html
>> >>>
>> >>> On 01/21/16 17:52, Pierre Schiller wrote:
>> >>>
>> >>> Hello. I was looking at Transformers Devastation videogame and I got
>> >>> across this article:
>> >>>
>> >>>
>> http://www.gameranx.com/updates/id/29176/article/transformers-devastation-director-used-special-shading-to-recreate-80s-anime-look/
>> >>>
>> >>> I was also looking if by any means was possible for Arnold to recreate
>> >>> the shader. I know it´s a professional secret from their company, but
>> I
>> >>> haven´t recalled any works for cell shadig (toon render) from Arnold
>> (I
>> >>> know it takes advantage of physical calcs for light+materials) but how
>> >>> about Toon shading?
>> >>>
>> >>> Thanks. :)
>> >>>
>> >>> --
>> >>> Portfolio 2013 
>> >>> Cinema & TV production
>> >>> Video Reel 
>> >>>
>> >>>
>> >>>
>> >
>>
>>


-- 
Portfolio 2013 
Cinema & TV production
Video Reel 
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Olivier Jeannel
No, no you're not mis-understanding. Probably me doing it wrong
I will try that too, thank you for making that clear :)
All that "thinking" is because I had this project
https://vimeo.com/155960784

It's a bit complicate to describe in words.

To achieve the rotation per primitive  I had to define an axis and center
for each primitive.
The axis problem is solved.
The center position is half solved. I'd like it to be in the middle of the
edge (at the moment it's happening on the point Position)
I know I need to subtract vector P0 - P1 to find the middle position.
But, when I sort the array of Position (with Sort SOP) in Random mode it
can happen that P1 is no more next to P0, but somewhere far away.Causing
the middle of my edge being somewhere inside the polygon.

In vex I don't know how to tell Houdini pick the second index (index 1) in
"that" sorted array.

So I had that idea to try to rebuild it in VOP, using a similar Ice Build
arrayFromSet + Select in Array.

I have no idea if what I'm saying is clear :/


On Wed, Mar 2, 2016 at 5:13 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Maybe I'm misunderstanding but if you already know which point you want an
> attribute value of, then why would you want to store the values for every
> point in an array? That'd be a lot of processing for nothing. No need to
> iterate with a for loop neither. In VOP there's the `Get Attribute VOP`
> node where you can specify a point/primitive/vertex number and retrieve an
> attribute from it.
>
> Cheers!
>
>
> On 2 March 2016 at 22:12, Olivier Jeannel  wrote:
>
>> Thank you so much for your time, explanations and examples Christopher.
>> I'm taking those picture and will reproduce them :)
>>
>> Well, I wanted an array because I need to see if I could be able to
>> retrieve the second element of an array (Ptnum =1 ) using  Get Element (I
>> guess).
>>
>>
>>
>>
>> On Wed, Mar 2, 2016 at 3:55 PM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> Basically, arrays are a convenient structure to pass data around (and to
>>> potentially make your code more readable, which won't apply to VOP). If all
>>> you need is to perform a computation in place and directly use the result
>>> in your VOP graph, then iterating over your points is all it takes—no array
>>> needed.
>>>
>>> I don't know what what you're planning to do with that array of point
>>> positions but I've attached a screenshot with a simple example. It iterates
>>> over all the points, retrieve their position, and outputs the centre of
>>> mass. Note that it's better to run this specific example in “detail” mode
>>> to perform the computation only once, instead of once per point.
>>>
>>>
>>> On 2 March 2016 at 21:32, Olivier Jeannel 
>>> wrote:
>>>
 Yes I saw it, sorry, I thought there was another additionnal method
 with For Loop :
 "Instead, you should be able to just loop over each point with a `For
 Loop VOP` and do your computation directly in there"
 Have I misunderstood ? You're doing a for-loop without building an
 array in the end.

 On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
 christopher.crou...@gmail.com> wrote:

> I did attach a screenshot in my previous email, are you not seeing
> anything? Or are you asking for the H13 for loop?
>
>
> On 2 March 2016 at 21:20, Olivier Jeannel 
> wrote:
>
>> Ah THANK YOU !
>>
>> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
>> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>>
>> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry
>> to ask.
>>
>> It's a shame there's no tutorial or phylosophycal explanations of
>> these basic loops ... It's like if everybody was a natural born coder...
>>
>>
>>
>> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> It seems like they've extended the support for arrays in H14, which
>>> makes it now possible to use them as geometry attributes. In the 
>>> previous
>>> versions I guess that there was no real point (but convenience) in 
>>> creating
>>> arrays in VOP since you couldn't pass them downstream with the geometry
>>> data.
>>>
>>> So if you're on H14+, it seems like you were on the right path? I've
>>> attached a working screenshot that stores every point position in a
>>> “output” vector array attribute.
>>>
>>> If like me you're stuck with H13, you probably don't need to store
>>> your point positions in an array at all. Instead, you should be able to
>>> just loop over each point with a `For Loop VOP` and do your computation
>>> directly in there. Now I've never used VOPs since I prefer writing 
>>> directly
>>> in VEX so I might be wrong :)
>>>
>>> Also don't forget to use point clouds if you're after
>>> di

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Christopher Crouzet
Maybe I'm misunderstanding but if you already know which point you want an
attribute value of, then why would you want to store the values for every
point in an array? That'd be a lot of processing for nothing. No need to
iterate with a for loop neither. In VOP there's the `Get Attribute VOP`
node where you can specify a point/primitive/vertex number and retrieve an
attribute from it.

Cheers!


On 2 March 2016 at 22:12, Olivier Jeannel  wrote:

> Thank you so much for your time, explanations and examples Christopher.
> I'm taking those picture and will reproduce them :)
>
> Well, I wanted an array because I need to see if I could be able to
> retrieve the second element of an array (Ptnum =1 ) using  Get Element (I
> guess).
>
>
>
>
> On Wed, Mar 2, 2016 at 3:55 PM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> Basically, arrays are a convenient structure to pass data around (and to
>> potentially make your code more readable, which won't apply to VOP). If all
>> you need is to perform a computation in place and directly use the result
>> in your VOP graph, then iterating over your points is all it takes—no array
>> needed.
>>
>> I don't know what what you're planning to do with that array of point
>> positions but I've attached a screenshot with a simple example. It iterates
>> over all the points, retrieve their position, and outputs the centre of
>> mass. Note that it's better to run this specific example in “detail” mode
>> to perform the computation only once, instead of once per point.
>>
>>
>> On 2 March 2016 at 21:32, Olivier Jeannel  wrote:
>>
>>> Yes I saw it, sorry, I thought there was another additionnal method with
>>> For Loop :
>>> "Instead, you should be able to just loop over each point with a `For
>>> Loop VOP` and do your computation directly in there"
>>> Have I misunderstood ? You're doing a for-loop without building an array
>>> in the end.
>>>
>>> On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
>>> christopher.crou...@gmail.com> wrote:
>>>
 I did attach a screenshot in my previous email, are you not seeing
 anything? Or are you asking for the H13 for loop?


 On 2 March 2016 at 21:20, Olivier Jeannel 
 wrote:

> Ah THANK YOU !
>
> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>
> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry
> to ask.
>
> It's a shame there's no tutorial or phylosophycal explanations of
> these basic loops ... It's like if everybody was a natural born coder...
>
>
>
> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> It seems like they've extended the support for arrays in H14, which
>> makes it now possible to use them as geometry attributes. In the previous
>> versions I guess that there was no real point (but convenience) in 
>> creating
>> arrays in VOP since you couldn't pass them downstream with the geometry
>> data.
>>
>> So if you're on H14+, it seems like you were on the right path? I've
>> attached a working screenshot that stores every point position in a
>> “output” vector array attribute.
>>
>> If like me you're stuck with H13, you probably don't need to store
>> your point positions in an array at all. Instead, you should be able to
>> just loop over each point with a `For Loop VOP` and do your computation
>> directly in there. Now I've never used VOPs since I prefer writing 
>> directly
>> in VEX so I might be wrong :)
>>
>> Also don't forget to use point clouds if you're after
>> distance-related queries.
>>
>>
>> On 2 March 2016 at 19:29, Olivier Jeannel 
>> wrote:
>>
>>> Hello serious list :)
>>>
>>> I'm a bit confused with houdini vop array.
>>> While I managed to do it in vex, I would like to make a build array
>>> (like build array from set) of the pointposition (P) in VOP.
>>>
>>> I understand you need to for-loop on each Ptnum and probably append
>>> the P values and this will buid an array of P.
>>> But you know what ? Well I can't manage to make it work.
>>>
>>> I found no example on the net (sideFX, odforce).
>>> The doc is just words, no schemes, no graphics.
>>> The examples hips are bizarre, not so simple, and use the old loop
>>> node.
>>>
>>> So I'm wondering if someone from here could provide a screen shot of
>>> how that should be connected ?
>>>
>>> Thank you :)
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to
>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Christopher Crouzet
>> *http://christophercrouzet.com* 

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Olivier Jeannel
Thank you so much for your time, explanations and examples Christopher.
I'm taking those picture and will reproduce them :)

Well, I wanted an array because I need to see if I could be able to
retrieve the second element of an array (Ptnum =1 ) using  Get Element (I
guess).




On Wed, Mar 2, 2016 at 3:55 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Basically, arrays are a convenient structure to pass data around (and to
> potentially make your code more readable, which won't apply to VOP). If all
> you need is to perform a computation in place and directly use the result
> in your VOP graph, then iterating over your points is all it takes—no array
> needed.
>
> I don't know what what you're planning to do with that array of point
> positions but I've attached a screenshot with a simple example. It iterates
> over all the points, retrieve their position, and outputs the centre of
> mass. Note that it's better to run this specific example in “detail” mode
> to perform the computation only once, instead of once per point.
>
>
> On 2 March 2016 at 21:32, Olivier Jeannel  wrote:
>
>> Yes I saw it, sorry, I thought there was another additionnal method with
>> For Loop :
>> "Instead, you should be able to just loop over each point with a `For
>> Loop VOP` and do your computation directly in there"
>> Have I misunderstood ? You're doing a for-loop without building an array
>> in the end.
>>
>> On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> I did attach a screenshot in my previous email, are you not seeing
>>> anything? Or are you asking for the H13 for loop?
>>>
>>>
>>> On 2 March 2016 at 21:20, Olivier Jeannel 
>>> wrote:
>>>
 Ah THANK YOU !

 I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
 I also use the PrimUV a bit and XYZ+PrimUV for location things.

 I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry
 to ask.

 It's a shame there's no tutorial or phylosophycal explanations of these
 basic loops ... It's like if everybody was a natural born coder...



 On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
 christopher.crou...@gmail.com> wrote:

> It seems like they've extended the support for arrays in H14, which
> makes it now possible to use them as geometry attributes. In the previous
> versions I guess that there was no real point (but convenience) in 
> creating
> arrays in VOP since you couldn't pass them downstream with the geometry
> data.
>
> So if you're on H14+, it seems like you were on the right path? I've
> attached a working screenshot that stores every point position in a
> “output” vector array attribute.
>
> If like me you're stuck with H13, you probably don't need to store
> your point positions in an array at all. Instead, you should be able to
> just loop over each point with a `For Loop VOP` and do your computation
> directly in there. Now I've never used VOPs since I prefer writing 
> directly
> in VEX so I might be wrong :)
>
> Also don't forget to use point clouds if you're after distance-related
> queries.
>
>
> On 2 March 2016 at 19:29, Olivier Jeannel 
> wrote:
>
>> Hello serious list :)
>>
>> I'm a bit confused with houdini vop array.
>> While I managed to do it in vex, I would like to make a build array
>> (like build array from set) of the pointposition (P) in VOP.
>>
>> I understand you need to for-loop on each Ptnum and probably append
>> the P values and this will buid an array of P.
>> But you know what ? Well I can't manage to make it work.
>>
>> I found no example on the net (sideFX, odforce).
>> The doc is just words, no schemes, no graphics.
>> The examples hips are bizarre, not so simple, and use the old loop
>> node.
>>
>> So I'm wondering if someone from here could provide a screen shot of
>> how that should be connected ?
>>
>> Thank you :)
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>
> --
> 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.

>>>
>>>
>>>
>>> --
>>> Christopher Crouzet
>>> *http://christophercrouzet.com* 
>>>
>>>
>>> --
>>> Softimage Mailing 

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Christopher Crouzet
Basically, arrays are a convenient structure to pass data around (and to
potentially make your code more readable, which won't apply to VOP). If all
you need is to perform a computation in place and directly use the result
in your VOP graph, then iterating over your points is all it takes—no array
needed.

I don't know what what you're planning to do with that array of point
positions but I've attached a screenshot with a simple example. It iterates
over all the points, retrieve their position, and outputs the centre of
mass. Note that it's better to run this specific example in “detail” mode
to perform the computation only once, instead of once per point.


On 2 March 2016 at 21:32, Olivier Jeannel  wrote:

> Yes I saw it, sorry, I thought there was another additionnal method with
> For Loop :
> "Instead, you should be able to just loop over each point with a `For
> Loop VOP` and do your computation directly in there"
> Have I misunderstood ? You're doing a for-loop without building an array
> in the end.
>
> On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> I did attach a screenshot in my previous email, are you not seeing
>> anything? Or are you asking for the H13 for loop?
>>
>>
>> On 2 March 2016 at 21:20, Olivier Jeannel  wrote:
>>
>>> Ah THANK YOU !
>>>
>>> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
>>> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>>>
>>> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry to
>>> ask.
>>>
>>> It's a shame there's no tutorial or phylosophycal explanations of these
>>> basic loops ... It's like if everybody was a natural born coder...
>>>
>>>
>>>
>>> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
>>> christopher.crou...@gmail.com> wrote:
>>>
 It seems like they've extended the support for arrays in H14, which
 makes it now possible to use them as geometry attributes. In the previous
 versions I guess that there was no real point (but convenience) in creating
 arrays in VOP since you couldn't pass them downstream with the geometry
 data.

 So if you're on H14+, it seems like you were on the right path? I've
 attached a working screenshot that stores every point position in a
 “output” vector array attribute.

 If like me you're stuck with H13, you probably don't need to store your
 point positions in an array at all. Instead, you should be able to just
 loop over each point with a `For Loop VOP` and do your computation directly
 in there. Now I've never used VOPs since I prefer writing directly in VEX
 so I might be wrong :)

 Also don't forget to use point clouds if you're after distance-related
 queries.


 On 2 March 2016 at 19:29, Olivier Jeannel 
 wrote:

> Hello serious list :)
>
> I'm a bit confused with houdini vop array.
> While I managed to do it in vex, I would like to make a build array
> (like build array from set) of the pointposition (P) in VOP.
>
> I understand you need to for-loop on each Ptnum and probably append
> the P values and this will buid an array of P.
> But you know what ? Well I can't manage to make it work.
>
> I found no example on the net (sideFX, odforce).
> The doc is just words, no schemes, no graphics.
> The examples hips are bizarre, not so simple, and use the old loop
> node.
>
> So I'm wondering if someone from here could provide a screen shot of
> how that should be connected ?
>
> Thank you :)
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



 --
 Christopher Crouzet
 *http://christophercrouzet.com* 


 --
 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.
>>>
>>
>>
>>
>> --
>> Christopher Crouzet
>> *http://christophercrouzet.com* 
>>
>>
>> --
>> 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.
>



-- 
Christopher Crouzet
*http://christophercrouzet.com* 
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in th

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Olivier Jeannel
Yes I saw it, sorry, I thought there was another additionnal method with
For Loop :
"Instead, you should be able to just loop over each point with a `For Loop
VOP` and do your computation directly in there"
Have I misunderstood ? You're doing a for-loop without building an array in
the end.

On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> I did attach a screenshot in my previous email, are you not seeing
> anything? Or are you asking for the H13 for loop?
>
>
> On 2 March 2016 at 21:20, Olivier Jeannel  wrote:
>
>> Ah THANK YOU !
>>
>> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
>> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>>
>> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry to
>> ask.
>>
>> It's a shame there's no tutorial or phylosophycal explanations of these
>> basic loops ... It's like if everybody was a natural born coder...
>>
>>
>>
>> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> It seems like they've extended the support for arrays in H14, which
>>> makes it now possible to use them as geometry attributes. In the previous
>>> versions I guess that there was no real point (but convenience) in creating
>>> arrays in VOP since you couldn't pass them downstream with the geometry
>>> data.
>>>
>>> So if you're on H14+, it seems like you were on the right path? I've
>>> attached a working screenshot that stores every point position in a
>>> “output” vector array attribute.
>>>
>>> If like me you're stuck with H13, you probably don't need to store your
>>> point positions in an array at all. Instead, you should be able to just
>>> loop over each point with a `For Loop VOP` and do your computation directly
>>> in there. Now I've never used VOPs since I prefer writing directly in VEX
>>> so I might be wrong :)
>>>
>>> Also don't forget to use point clouds if you're after distance-related
>>> queries.
>>>
>>>
>>> On 2 March 2016 at 19:29, Olivier Jeannel 
>>> wrote:
>>>
 Hello serious list :)

 I'm a bit confused with houdini vop array.
 While I managed to do it in vex, I would like to make a build array
 (like build array from set) of the pointposition (P) in VOP.

 I understand you need to for-loop on each Ptnum and probably append the
 P values and this will buid an array of P.
 But you know what ? Well I can't manage to make it work.

 I found no example on the net (sideFX, odforce).
 The doc is just words, no schemes, no graphics.
 The examples hips are bizarre, not so simple, and use the old loop node.

 So I'm wondering if someone from here could provide a screen shot of
 how that should be connected ?

 Thank you :)


 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>>
>>> --
>>> Christopher Crouzet
>>> *http://christophercrouzet.com* 
>>>
>>>
>>> --
>>> 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.
>>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>
> --
> 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.

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Christopher Crouzet
I did attach a screenshot in my previous email, are you not seeing
anything? Or are you asking for the H13 for loop?


On 2 March 2016 at 21:20, Olivier Jeannel  wrote:

> Ah THANK YOU !
>
> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>
> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry to
> ask.
>
> It's a shame there's no tutorial or phylosophycal explanations of these
> basic loops ... It's like if everybody was a natural born coder...
>
>
>
> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> It seems like they've extended the support for arrays in H14, which makes
>> it now possible to use them as geometry attributes. In the previous
>> versions I guess that there was no real point (but convenience) in creating
>> arrays in VOP since you couldn't pass them downstream with the geometry
>> data.
>>
>> So if you're on H14+, it seems like you were on the right path? I've
>> attached a working screenshot that stores every point position in a
>> “output” vector array attribute.
>>
>> If like me you're stuck with H13, you probably don't need to store your
>> point positions in an array at all. Instead, you should be able to just
>> loop over each point with a `For Loop VOP` and do your computation directly
>> in there. Now I've never used VOPs since I prefer writing directly in VEX
>> so I might be wrong :)
>>
>> Also don't forget to use point clouds if you're after distance-related
>> queries.
>>
>>
>> On 2 March 2016 at 19:29, Olivier Jeannel  wrote:
>>
>>> Hello serious list :)
>>>
>>> I'm a bit confused with houdini vop array.
>>> While I managed to do it in vex, I would like to make a build array
>>> (like build array from set) of the pointposition (P) in VOP.
>>>
>>> I understand you need to for-loop on each Ptnum and probably append the
>>> P values and this will buid an array of P.
>>> But you know what ? Well I can't manage to make it work.
>>>
>>> I found no example on the net (sideFX, odforce).
>>> The doc is just words, no schemes, no graphics.
>>> The examples hips are bizarre, not so simple, and use the old loop node.
>>>
>>> So I'm wondering if someone from here could provide a screen shot of how
>>> that should be connected ?
>>>
>>> Thank you :)
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Christopher Crouzet
>> *http://christophercrouzet.com* 
>>
>>
>> --
>> 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.
>



-- 
Christopher Crouzet
*http://christophercrouzet.com* 
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Christopher Crouzet
It seems like they've extended the support for arrays in H14, which makes
it now possible to use them as geometry attributes. In the previous
versions I guess that there was no real point (but convenience) in creating
arrays in VOP since you couldn't pass them downstream with the geometry
data.

So if you're on H14+, it seems like you were on the right path? I've
attached a working screenshot that stores every point position in a
“output” vector array attribute.

If like me you're stuck with H13, you probably don't need to store your
point positions in an array at all. Instead, you should be able to just
loop over each point with a `For Loop VOP` and do your computation directly
in there. Now I've never used VOPs since I prefer writing directly in VEX
so I might be wrong :)

Also don't forget to use point clouds if you're after distance-related
queries.


On 2 March 2016 at 19:29, Olivier Jeannel  wrote:

> Hello serious list :)
>
> I'm a bit confused with houdini vop array.
> While I managed to do it in vex, I would like to make a build array (like
> build array from set) of the pointposition (P) in VOP.
>
> I understand you need to for-loop on each Ptnum and probably append the P
> values and this will buid an array of P.
> But you know what ? Well I can't manage to make it work.
>
> I found no example on the net (sideFX, odforce).
> The doc is just words, no schemes, no graphics.
> The examples hips are bizarre, not so simple, and use the old loop node.
>
> So I'm wondering if someone from here could provide a screen shot of how
> that should be connected ?
>
> Thank you :)
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
Christopher Crouzet
*http://christophercrouzet.com* 
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Olivier Jeannel
Ah THANK YOU !

I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
I also use the PrimUV a bit and XYZ+PrimUV for location things.

I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry to
ask.

It's a shame there's no tutorial or phylosophycal explanations of these
basic loops ... It's like if everybody was a natural born coder...



On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> It seems like they've extended the support for arrays in H14, which makes
> it now possible to use them as geometry attributes. In the previous
> versions I guess that there was no real point (but convenience) in creating
> arrays in VOP since you couldn't pass them downstream with the geometry
> data.
>
> So if you're on H14+, it seems like you were on the right path? I've
> attached a working screenshot that stores every point position in a
> “output” vector array attribute.
>
> If like me you're stuck with H13, you probably don't need to store your
> point positions in an array at all. Instead, you should be able to just
> loop over each point with a `For Loop VOP` and do your computation directly
> in there. Now I've never used VOPs since I prefer writing directly in VEX
> so I might be wrong :)
>
> Also don't forget to use point clouds if you're after distance-related
> queries.
>
>
> On 2 March 2016 at 19:29, Olivier Jeannel  wrote:
>
>> Hello serious list :)
>>
>> I'm a bit confused with houdini vop array.
>> While I managed to do it in vex, I would like to make a build array (like
>> build array from set) of the pointposition (P) in VOP.
>>
>> I understand you need to for-loop on each Ptnum and probably append the P
>> values and this will buid an array of P.
>> But you know what ? Well I can't manage to make it work.
>>
>> I found no example on the net (sideFX, odforce).
>> The doc is just words, no schemes, no graphics.
>> The examples hips are bizarre, not so simple, and use the old loop node.
>>
>> So I'm wondering if someone from here could provide a screen shot of how
>> that should be connected ?
>>
>> Thank you :)
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>
> --
> 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.

Re: City generator?

2016-03-02 Thread Morten Bartholdy
I hear what you are saying and agree. The scope of this project does not allow
for specialists taking care of things for me though, so I will have to find a
solution I can manage myself :)

/Morten



> Den 29. februar 2016 klokken 20:35 skrev Jordi Bares :
> 
> 
> Esri CityEngine is truly something else because it revolves around the
> architecture and urbanist language and being procedural allow for a much more
> sophisticated and realistic result.
> 
> It is not cheap (last time I checked) but if you need to do some architecture
> landscape anything else is truly a toy in comparison, and the proof of time
> will certainly tell. Meaning, today may look like a curve duplication does the
> job, in 3-5 years you will want to hide.
> 
> Ultimately, like Marvellous Designer, and any other specialised tool, it
> requires certain knowledge that is in the realm of cloth manufacturing (MD) or
> architecture (CE), my guess is that you want get a young clever guy with a
> degree in architecture to help you out, I sincerely believe  the pay off will
> be certainly there.
> 
> hope it makes sense.
> jb
> 
> 
> 
> 
> > On 29 Feb 2016, at 14:12, Morten Bartholdy  wrote:
> > 
> > I have pored over Esri's site and their reseller here in DK but no pricing
> > available without actually contacting them. Smells expensive too :)
> > 
> > I think I will fall back on some simpler methods with curve duplication and
> > scattering for this one.
> > 
> > /Morten
> > 
> > 
> > 
> >> Den 27. februar 2016 klokken 02:25 skrev Francois Lord
> >> :
> >> 
> >> 
> >> CityEngine is amazing, but very expensive. We've used it several times
> >> in the past. I think it now has some sort of link to Houdini to be able
> >> to work procedurally directly in Houdini.
> >> 
> >> On 2016-02-25 10:11 AM, Morten Bartholdy wrote:
> >>> Thanks Chris, but I am looking for something that allows for more
> >>> irregular and
> >>> organic looking cityscapes. I found the tool I was thinking of -
> >>> unfortunately
> >>> it was not ICE based:
> >>> 
> >>> http://www.esri.com/software/cityengine
> >>> 
> >>> https://www.youtube.com/watch?v=aFRqSJFp-I0
> >>> 
> >>> 
> >>> Morten
> >>> 
> >>> 
> >>> 
>  Den 25. februar 2016 klokken 15:31 skrev Chris Marshall
>  :
>  
>  
>  I did this really simple one:-
>  
>  https://vimeo.com/5200892
>  
>  
>  
>  On 22 February 2016 at 13:00, Morten Bartholdy 
> >>> wrote:
>  
> > Thanks Sven - I will check that one out :)
> > 
> > MB
> > 
> > 
> > 
> >> Den 22. februar 2016 klokken 13:51 skrev Sven Constable
> >> :
> >> 
> >> 
> >> Theres also CityEngine. I have no clue about pricing.
> >> http://www.esri.com/software/cityengine
> >> 
> >> 
> >> -Original Message-
> >> From: softimage-boun...@listproc.autodesk.com
> >> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> >> Bartholdy
> >> Sent: Monday, February 22, 2016 11:07 AM
> >> To: Userlist, Softimage
> >> Subject: City generator?
> >> 
> >> I thought I once saw an ICE based City Generator system for XSI, but I
> > might
> >> be mistaken. I found two systems on rray.de/xsi which look a bit
> > rudimentary
> >> - I am looking for something that allow you to do road and cityblock
> > layout
> >> and position buildings procedurally based on that. Do any of you
> >>> know of
> > a
> >> good system, even if not xsi based?
> >> 
> >> Cheers
> >> Morten
> >> --
> >> 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.
> > 
>  
>  
>  
>  --
>  Chris Marshall
>  Mint Motion Limited
>  029 20 37 27 57
>  07730 533 115
>  www.mintmotion.co.uk
>  www.dot3d.com
>  --
>  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 softim

Re: -Camera. Frames issues

2016-03-02 Thread Morten Bartholdy
Could you show us the shot so we may better understand the problem? From what
you describe it sounds like temporal aliasing
(https://en.wikipedia.org/wiki/Temporal_anti-aliasing) - a physical limitation
which can not be overcome, only alleviated by making some changes to the shot.
The most effective way being a combination of a longer camera move resulting in
a slower pan plus adding more motionblur. If you play it back on a
computermonitor which refreshes at 60 kHz you can even get an undesirable
collision between camera pan jitter and the screen refreshing top-down which
makes it worse. If you check the same shot on a TV screen it will often look
better because of the luminance decay.

Exr files do not contain framerate metadata, so it must be AE that assumes the
framestack to be 30fps. You should be able to change that on import even though
it is an Adobe product - after all they have got things right with Premiere :)

Morten



> Den 2. marts 2016 klokken 09:56 skrev "Tenshi ." :
> 
> 
> Finally i added 1 more second, 4 in total from left to right. The same
> thing still happening. I did add reelsmart motion blur in post(after
> effects) but that doesn´t seem to fix anything just a little. Weird thing
> is that when i open the ¨.exr¨ files, after effects recognize all the
> sequence as a 30fps images. Why?  I have to add and put manually ¨interpret
> as 24fps¨ inside,even if my composition is at 24fps.
> 
> @Laurence, i didn´t animate any field of view in Softi, all cameras are by
> default. Maybe i need to close up and modify the FOV?
> 
> On Mon, Feb 29, 2016 at 6:43 AM, Laurence Dodd  wrote:
> 
> > Arnold can't handle a camera that has an animated field of view, that
> > could be it.
> >
> > Laurence
> >
> > On 27 February 2016 at 17:00, Tenshi .  wrote:
> >
> >> "Skipping" is the word i was trying to find. Exactly like that guys.
> >> Just for making sure i'm not doing something wrong, i create another
> >> Softimage camera, and one Arnold Camera, all with default settings, did the
> >> same motion from left to right. 96frames at 24fps, the camera is close up
> >> seeing some logo letters and when it travels through, it's difficult to
> >> read the letters like they're skipping some frames. I did some flipbook at
> >> 24fps, and 30fps, but nothing.. with 24fps it's more noticeable and at
> >> 30fps it's less but even with that i see that "skipping".
> >>
> >> In my scene i have 2 more cameras, My camB is doing some motion to show
> >> the logo at 45degrees, have the same 96frames and looks better. My CamC is
> >> the same looks even better because the logo is showing at the distance.
> >>
> >> There's something i need to applied to the camera settings to see and
> >> read better in a close up? Because right now it's only at default settings.
> >>
> >> In fact i create a new scene, put some cylinders and did the same motion
> >> from left to right at 24fps, but the same thing happen.
> >>
> >> I haven't applied any other effect or motion blur.   Any Thoughts?
> >>
> >>
> >>
> >> On Fri, Feb 26, 2016 at 6:05 PM, Christopher McCabe <
> >> christopher.mccabe...@gmail.com> wrote:
> >>
> >>> Are you saying it looks good when you scrub the timeline, and only the
> >>> renders have the "skipping" issue? Are you animating the Focal Length of
> >>> the camera?
> >>>
> >>>
> >>>
> >>> On Fri, Feb 26, 2016 at 4:46 PM, Eugene Flormata 
> >>> wrote:
> >>>
>  motion blur?
> 
>  On Fri, Feb 26, 2016 at 10:46 AM, Adam Sale 
>  wrote:
> 
> > Obvious thought, but what do your fcurves look like?
> >
> > On Fri, Feb 26, 2016 at 9:35 AM, Tenshi .  wrote:
> >
> >> Hi,
> >>
> >> hope you guys can help me on this.
> >>
> >> I have a little scene, the camera goes from 0 to 96(left to right) at
> >> 24fps, it's a logo close up, When i see it in the flipbook or in after
> >> effects there are some issues with the camera, i can't explain it, it's
> >> like it's missing frames but it's not that. Like the camera it's
> >> skipping
> >> some frames in the middle, i tried to convert the scene to 30fps, the
> >> camera movement looks better(more fluid) but even with that it seems
> >> it's
> >> skipping some frames.
> >>
> >> There's a way to fix this? maybe some camera settings? btw I'm using
> >> the default perspective camera. Using sitoa for Render.
> >>
> >>
> >> thanks in adv.
> >>
> > 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 rep

OT Houdini build Array VOP question (and a bit of rant)

2016-03-02 Thread Olivier Jeannel
Hello serious list :)

I'm a bit confused with houdini vop array.
While I managed to do it in vex, I would like to make a build array (like
build array from set) of the pointposition (P) in VOP.

I understand you need to for-loop on each Ptnum and probably append the P
values and this will buid an array of P.
But you know what ? Well I can't manage to make it work.

I found no example on the net (sideFX, odforce).
The doc is just words, no schemes, no graphics.
The examples hips are bizarre, not so simple, and use the old loop node.

So I'm wondering if someone from here could provide a screen shot of how
that should be connected ?

Thank you :)
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: -Camera. Frames issues

2016-03-02 Thread Laurence Dodd
Heya,
If you didn't animate the camer, then it's probably not that then. When I
first used Arnold we had a shot that had animated zoom, and the render
looked just like your problem.
cheers

On 2 March 2016 at 08:56, Tenshi .  wrote:

> Finally i added 1 more second, 4 in total from left to right. The same
> thing still happening. I did add reelsmart motion blur in post(after
> effects) but that doesn´t seem to fix anything just a little. Weird thing
> is that when i open the ¨.exr¨ files, after effects recognize all the
> sequence as a 30fps images. Why?  I have to add and put manually ¨interpret
> as 24fps¨ inside,even if my composition is at 24fps.
>
> @Laurence, i didn´t animate any field of view in Softi, all cameras are by
> default. Maybe i need to close up and modify the FOV?
>
> On Mon, Feb 29, 2016 at 6:43 AM, Laurence Dodd 
> wrote:
>
>> Arnold can't handle a camera that has an animated field of view, that
>> could be it.
>>
>> Laurence
>>
>> On 27 February 2016 at 17:00, Tenshi .  wrote:
>>
>>> "Skipping" is the word i was trying to find. Exactly like that guys.
>>> Just for making sure i'm not doing something wrong, i create another
>>> Softimage camera, and one Arnold Camera, all with default settings, did the
>>> same motion from left to right. 96frames at 24fps, the camera is close up
>>> seeing some logo letters and when it travels through, it's difficult to
>>> read the letters like they're skipping some frames. I did some flipbook at
>>> 24fps, and 30fps, but nothing.. with 24fps it's more noticeable and at
>>> 30fps it's less but even with that i see that "skipping".
>>>
>>> In my scene i have 2 more cameras, My camB is doing some motion to show
>>> the logo at 45degrees, have the same 96frames and looks better. My CamC is
>>> the same looks even better because the logo is showing at the distance.
>>>
>>> There's something i need to applied to the camera settings to see and
>>> read better in a close up? Because right now it's only at default settings.
>>>
>>> In fact i create a new scene, put some cylinders and did the same motion
>>> from left to right at 24fps, but the same thing happen.
>>>
>>> I haven't applied any other effect or motion blur.   Any Thoughts?
>>>
>>>
>>>
>>> On Fri, Feb 26, 2016 at 6:05 PM, Christopher McCabe <
>>> christopher.mccabe...@gmail.com> wrote:
>>>
 Are you saying it looks good when you scrub the timeline, and only the
 renders have the "skipping" issue? Are you animating the Focal Length of
 the camera?



 On Fri, Feb 26, 2016 at 4:46 PM, Eugene Flormata 
 wrote:

> motion blur?
>
> On Fri, Feb 26, 2016 at 10:46 AM, Adam Sale 
> wrote:
>
>> Obvious thought, but what do your fcurves look like?
>>
>> On Fri, Feb 26, 2016 at 9:35 AM, Tenshi . 
>> wrote:
>>
>>> Hi,
>>>
>>> hope you guys can help me on this.
>>>
>>> I have a little scene, the camera goes from 0 to 96(left to right)
>>> at 24fps, it's a logo close up, When i see it in the flipbook or in 
>>> after
>>> effects there are some issues with the camera, i can't explain it, it's
>>> like it's missing frames but it's not that. Like the camera it's 
>>> skipping
>>> some frames in the middle, i tried to convert the scene to 30fps, the
>>> camera movement looks better(more fluid) but even with that it seems 
>>> it's
>>> skipping some frames.
>>>
>>> There's a way to fix this? maybe some camera settings? btw I'm using
>>> the default perspective camera. Using sitoa for Render.
>>>
>>>
>>> thanks in adv.
>>>
>> 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.
>>>
>>
>>
>>
>> --
>>
>> Laurence Dodd
>> Porkpie Animation
>> E: laure...@porkpie.tv
>> W: www.porkpie.tv
>> M: 07570 702 576
>> T: 01273 278 382
>>
>> --
>> 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.
>



-- 

Laurence Dodd
Porkpie Animation
E: laure...@porkpie.tv
W: www.porkpie.tv
M: 07570 702 576
T: 01273 278 382
--
Softimage Ma

Re: -Camera. Frames issues

2016-03-02 Thread Tenshi .
Finally i added 1 more second, 4 in total from left to right. The same
thing still happening. I did add reelsmart motion blur in post(after
effects) but that doesn´t seem to fix anything just a little. Weird thing
is that when i open the ¨.exr¨ files, after effects recognize all the
sequence as a 30fps images. Why?  I have to add and put manually ¨interpret
as 24fps¨ inside,even if my composition is at 24fps.

@Laurence, i didn´t animate any field of view in Softi, all cameras are by
default. Maybe i need to close up and modify the FOV?

On Mon, Feb 29, 2016 at 6:43 AM, Laurence Dodd  wrote:

> Arnold can't handle a camera that has an animated field of view, that
> could be it.
>
> Laurence
>
> On 27 February 2016 at 17:00, Tenshi .  wrote:
>
>> "Skipping" is the word i was trying to find. Exactly like that guys.
>> Just for making sure i'm not doing something wrong, i create another
>> Softimage camera, and one Arnold Camera, all with default settings, did the
>> same motion from left to right. 96frames at 24fps, the camera is close up
>> seeing some logo letters and when it travels through, it's difficult to
>> read the letters like they're skipping some frames. I did some flipbook at
>> 24fps, and 30fps, but nothing.. with 24fps it's more noticeable and at
>> 30fps it's less but even with that i see that "skipping".
>>
>> In my scene i have 2 more cameras, My camB is doing some motion to show
>> the logo at 45degrees, have the same 96frames and looks better. My CamC is
>> the same looks even better because the logo is showing at the distance.
>>
>> There's something i need to applied to the camera settings to see and
>> read better in a close up? Because right now it's only at default settings.
>>
>> In fact i create a new scene, put some cylinders and did the same motion
>> from left to right at 24fps, but the same thing happen.
>>
>> I haven't applied any other effect or motion blur.   Any Thoughts?
>>
>>
>>
>> On Fri, Feb 26, 2016 at 6:05 PM, Christopher McCabe <
>> christopher.mccabe...@gmail.com> wrote:
>>
>>> Are you saying it looks good when you scrub the timeline, and only the
>>> renders have the "skipping" issue? Are you animating the Focal Length of
>>> the camera?
>>>
>>>
>>>
>>> On Fri, Feb 26, 2016 at 4:46 PM, Eugene Flormata 
>>> wrote:
>>>
 motion blur?

 On Fri, Feb 26, 2016 at 10:46 AM, Adam Sale 
 wrote:

> Obvious thought, but what do your fcurves look like?
>
> On Fri, Feb 26, 2016 at 9:35 AM, Tenshi .  wrote:
>
>> Hi,
>>
>> hope you guys can help me on this.
>>
>> I have a little scene, the camera goes from 0 to 96(left to right) at
>> 24fps, it's a logo close up, When i see it in the flipbook or in after
>> effects there are some issues with the camera, i can't explain it, it's
>> like it's missing frames but it's not that. Like the camera it's skipping
>> some frames in the middle, i tried to convert the scene to 30fps, the
>> camera movement looks better(more fluid) but even with that it seems it's
>> skipping some frames.
>>
>> There's a way to fix this? maybe some camera settings? btw I'm using
>> the default perspective camera. Using sitoa for Render.
>>
>>
>> thanks in adv.
>>
> 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.
>>
>
>
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> M: 07570 702 576
> T: 01273 278 382
>
> --
> 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.