Cheers Andy.  Will do.

On Fri, Mar 4, 2016 at 9:45 AM, Andy Nicholas <[email protected]> wrote:

> Hi Dan. You can send them feedback directly via [email protected].
> 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 <[email protected]> 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 < <[email protected]>
>> [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]>[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]>
>>> [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]>
>>>> [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]>
>>>>> [email protected]>
>>>>> *To:* Softimage Mailing List < <[email protected]>
>>>>> [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]>
>>>>> [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]>
>>>>> [email protected]>
>>>>> *To:* " <[email protected]>
>>>>> [email protected]" < <[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 :)
>>>>>
>>>>>
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>>>>>
>>>>>
>>>>> --
>>>>> Christopher Crouzet
>>>>> <http://christophercrouzet.com/>*http://christophercrouzet.com
>>>>> <http://christophercrouzet.com>*
>>>>>
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>>> *http://christophercrouzet.com* <http://christophercrouzet.com/>
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