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.
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