Dan, you should talk to them and show them some examples, every single time I 
have reached (with some screen captures, videos and audio to support my 
requests) them there has been a positive conversation and 8/10 things have been 
improved, which is the reason I want to keep using it.

jb


> On 3 Mar 2016, at 18:54, 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] <mailto:[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] 
> <mailto:[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] 
> <mailto:[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] 
> <mailto:[email protected]>>
> To: Softimage Mailing List <[email protected] 
> <mailto:[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] 
> <mailto:[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
>  
> <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] <mailto:[email protected]>>
> To: "[email protected] 
> <mailto:[email protected]>" <[email protected] 
> <mailto:[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] 
> <mailto:[email protected]> with "unsubscribe" in the 
> subject, and reply to confirm.
> 
> 
> ------
> Softimage Mailing List.
> To unsubscribe, send a mail to [email protected] 
> <mailto:[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] 
> <mailto:[email protected]> with "unsubscribe" in the 
> subject, and reply to confirm.
> 
> 
> 
> ------
> Softimage Mailing List.
> To unsubscribe, send a mail to [email protected] 
> <mailto:[email protected]> with "unsubscribe" in the 
> subject, and reply to confirm.
> 
> 
> ------
> Softimage Mailing List.
> To unsubscribe, send a mail to [email protected] 
> <mailto:[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] 
> <mailto:[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.

Reply via email to