Hi Dan. You can send them feedback directly via supp...@sidefx.com.
A

On 04/03/2016 09:29, Dan Yargici wrote:
Thanks Jordi. I would like to do this actually, and my family is away for a week so I might actually have the time to do it!

Which channel would you suggest? or do you think it would be better to start an open discussion on the Houdini list?

DAN


On Fri, Mar 4, 2016 at 7:01 AM, Jordi Bares <jordiba...@gmail.com <mailto:jordiba...@gmail.com>> wrote:

    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 <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 :)


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-- Christopher Crouzet
                /http://christophercrouzet.com/
                <http://christophercrouzet.com/>


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