Thank you kindly Christopher,Yes as far as I know, FE presents the whole points
data as an array. Beside that, at this moment I just feel FE as much better
solution for me (and for Olivier of course :) ), instead of H. Can't really say
more for now. Also really need to say, while I'm not programmer, unfortunately
or not I have to communicate with them every day, even in private life, so
maybe I become a bit resistant. I think we all know how is going with this kind
of people - one has this or that opinion, another has completely opposite, all
long stories full of smart words. No need to waste your time on me, let's say
in short :) Of course I've read everything you said here.thanks again...
From: Christopher Crouzet <[email protected]>
To: Softimage Mailing List <[email protected]>
Sent: Thursday, March 3, 2016 4:40 AM
Subject: Re: OT Houdini build Array VOP question (and a bit of rant)
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 :)
On 3 March 2016 at 05:43, Anto Matkovic <[email protected]> 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 <[email protected]>
To: "[email protected]" <[email protected]>
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 :)
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Christopher Crouzet
http://christophercrouzet.com
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