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 :) >>>>> >>>>> >>>>> ------ >>>>> Softimage Mailing List. >>>>> To unsubscribe, send a mail to >>>>> <[email protected]> >>>>> [email protected] with "unsubscribe" in the >>>>> subject, and reply to confirm. >>>>> >>>>> >>>>> ------ >>>>> Softimage Mailing List. >>>>> To unsubscribe, send a mail to >>>>> <[email protected]> >>>>> [email protected] with "unsubscribe" in the >>>>> subject, and reply to confirm. >>>>> >>>>> >>>>> >>>>> >>>>> -- >>>>> Christopher Crouzet >>>>> <http://christophercrouzet.com/>*http://christophercrouzet.com >>>>> <http://christophercrouzet.com>* >>>>> >>>>> >>>>> ------ >>>>> Softimage Mailing List. >>>>> To unsubscribe, send a mail to >>>>> <[email protected]> >>>>> [email protected] with "unsubscribe" in the >>>>> subject, and reply to confirm. >>>>> >>>>> >>>>> >>>>> ------ >>>>> Softimage Mailing List. >>>>> To unsubscribe, send a mail to >>>>> <[email protected]> >>>>> [email protected] with "unsubscribe" in the >>>>> subject, and reply to confirm. >>>>> >>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to >>>> <[email protected]> >>>> [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]> >>> [email protected] with "unsubscribe" in the >>> subject, and reply to confirm. >>> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to <[email protected]> >> [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. > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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