On 3 Mar 2016, at 18:54, Dan Yargici <danyarg...@gmail.com
<mailto:danyarg...@gmail.com>> 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
<christopher.crou...@gmail.com
<mailto:christopher.crou...@gmail.com>> 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
<facialdel...@gmail.com <mailto:facialdel...@gmail.com>> wrote:
You seem very dispointed by Houdini Anto, are you ?
On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic
<a...@matkovic.com <mailto:a...@matkovic.com>> 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
<christopher.crou...@gmail.com
<mailto:christopher.crou...@gmail.com>>
*To:* Softimage Mailing List
<softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>>
*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
<a...@matkovic.com <mailto:a...@matkovic.com>> 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 <facialdel...@gmail.com
<mailto:facialdel...@gmail.com>>
*To:* "softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>"
<softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>>
*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
softimage-requ...@listproc.autodesk.com
<mailto:softimage-requ...@listproc.autodesk.com>
with "unsubscribe" in the subject, and reply to
confirm.
------
Softimage Mailing List.
To unsubscribe, send a mail to
softimage-requ...@listproc.autodesk.com
<mailto:softimage-requ...@listproc.autodesk.com>
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
softimage-requ...@listproc.autodesk.com
<mailto:softimage-requ...@listproc.autodesk.com> with
"unsubscribe" in the subject, and reply to confirm.
------
Softimage Mailing List.
To unsubscribe, send a mail to
softimage-requ...@listproc.autodesk.com
<mailto:softimage-requ...@listproc.autodesk.com> with
"unsubscribe" in the subject, and reply to confirm.
------
Softimage Mailing List.
To unsubscribe, send a mail to
softimage-requ...@listproc.autodesk.com
<mailto:softimage-requ...@listproc.autodesk.com> 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
softimage-requ...@listproc.autodesk.com
<mailto:softimage-requ...@listproc.autodesk.com> with
"unsubscribe" in the subject, and reply to confirm.
------
Softimage Mailing List.
To unsubscribe, send a mail to
softimage-requ...@listproc.autodesk.com
<mailto:softimage-requ...@listproc.autodesk.com> with
"unsubscribe" in the subject, and reply to confirm.