Hahaha, yeah vops are rough compared to ice.
Specialy when it swap or disconnect / reconnect nodes while you move the
mouse without you notice.
Second favorite is when a  vop turns itself in red "error mode" and doesn't
want to come "back" until you rebuild the geometry_vop_global :/
uh well, 3d life

On Thu, Mar 3, 2016 at 5:54 PM, Dan Yargici <[email protected]> wrote:

> Love Houdini, but coming from ICE, VOPs are an absolute horror to use
> IMO.  They need to drag it out of the 90's and introduce some more modern
> interaction workflows...
>
> DAN
>
> On Thu, Mar 3, 2016 at 4:45 PM, Christopher Crouzet <
> [email protected]> wrote:
>
>> VOP graphs are being converted to VEX code, which means that for each VOP
>> node you'll find a corresponding VEX function, and most likely vice versa
>> too. If you want to see the generated code, just right click on the VOP
>> node, and select “View VEX Code...”. It can be informative to check it out
>> sometimes to help with debugging, but it's overly cluttered in comparison
>> to hand-written VEX code and thus can be hard to read.
>>
>> Regarding the line `int pt1 = min(neighbours(input, pt0));`, it's picking
>> the neighbour with the smallest point number. The reason is simple—the
>> `Sort SOP` node reorder the points so for example the lowest point numbers
>> for a sort by X become the ones having the lowest X value. And hence, you
>> want the neighbour of `pt0` with the lowest point number to have `pt0` and
>> `pt1` representing the edge that matches the best to what's expected from
>> the sorting. If instead you'd simply do `int pt1 = neighbours(input,
>> pt0)[0];`, then you'd sometimes get what you'd hope, sometimes not.
>>
>> Also yeah, there's never a single way to do things. If you compute a sort
>> of normal as you say for each point, that you can make in a predictable way
>> accross the entire mesh, then you'd probably avoid the problem that I
>> mentionned in my previous email. Maybe the `PolyFrame SOP` could be used
>> for that, but I don't know how it internally works and thus I don't know
>> how predictable it is. Worth a try! I only provided the scene this way to
>> give the idea that the essential of it can be done easily enough in
>> VOP/VEX. But it's always the remaining 10% that takes 90% of the time! :)
>>
>>
>> On 3 March 2016 at 21:28, Olivier Jeannel <[email protected]> wrote:
>>
>>> You seem very dispointed by Houdini Anto, are you ?
>>>
>>> On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic <[email protected]> wrote:
>>>
>>>> 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* <http://christophercrouzet.com/>
>>>>
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>>
>> --
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>> *http://christophercrouzet.com* <http://christophercrouzet.com>
>>
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