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 :) >>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to [email protected] >>>> with "unsubscribe" in the subject, and reply to confirm. >>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to [email protected] >>>> with "unsubscribe" in the subject, and reply to confirm. >>>> >>>> >>>> >>>> >>>> -- >>>> Christopher Crouzet >>>> *http://christophercrouzet.com* <http://christophercrouzet.com/> >>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to [email protected] >>>> with "unsubscribe" in the subject, and reply to confirm. >>>> >>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to [email protected] >>>> with "unsubscribe" in the subject, and reply to confirm. >>>> >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to [email protected] >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> >> >> -- >> Christopher Crouzet >> *http://christophercrouzet.com* <http://christophercrouzet.com> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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