That's pretty clear, with some exercices to complete in ice or vex :)
Thank you, that's enormous !
On Wed, Aug 10, 2016 at 12:04 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:
> Dem knowledge bombs ! O-o
>
> On 9 August 2016 at 23:51, Matt Lind wrote:
>
>> A
Dem knowledge bombs ! O-o
On 9 August 2016 at 23:51, Matt Lind wrote:
> A derivative is one of the key fundamental concepts of calculus.
>
> The derivative’s most common use is to compute the slope at a specified
> location on a curve, but has many other purposes too.
Well I'm sure Fabric will grow up into a lovely DCC and snap maya's neck :3
On 9 August 2016 at 21:26, Olivier Jeannel wrote:
> Would love some clearer info though. I don't know what's a derivative for
> a vector and how to compute some. There must be tons of
Yeah, reading through that I didn't envy you ;)
On 09/08/2016 16:41, Olivier Jeannel wrote:
Deritave and inverse ray casting, in fact it's a super complex
problem, at least for me :/
On Tue, Aug 9, 2016 at 5:01 PM, Ahmidou Lyazidi > wrote:
Deritave and inverse ray casting, in fact it's a super complex problem, at
least for me :/
On Tue, Aug 9, 2016 at 5:01 PM, Ahmidou Lyazidi
wrote:
> Haha thanks, I should have been a detective instead :P
> Le 9 août 2016 10:52 AM, "Andy Nicholas" a
Haha thanks, I should have been a detective instead :P
Le 9 août 2016 10:52 AM, "Andy Nicholas" 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
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"
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 écrit :
> Interesting! (although, personally I can't stand
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:
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" 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
Makes sense ! That's what the "smoothed surface" button compensate for in
XSI ?
On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas 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
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
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
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
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