Hmm, I think that's to be expected. The edges and points are generally
closer to the grid than the faces. Think of it as you've started with a
perfect sphere made of wood, and you just sanded it down to get those
flat triangles. The edges and points represent the places that haven't
been sanded down, so therefore, generally, they're closer to the grid
than the flat surfaces.
On 09/08/2016 11:31, Olivier Jeannel wrote:
The Attribute Transfer is nice to prototype an idea, but it's rather
slow (unless they rebuild it since I used it) compared to the
execution speed of a Vop Sop.
In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute
Transfer at God speed :)
While we're speaking of the xyz+PrimUV, I found it has a weird
behaviour compared to the ClosestLocation of ice.
Here's a screen shot of what I have :
https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
Basicaly a Grid emit some particles with a Pop solver, I build a
PopVop to create a Velocity(v) that make the particles going from
their position toward the closest UV location on the Sphere.
If you look at the screenshot you can see that the location has some
preferences for the points and edges rather than the polygons area.
Have I missed something ?
On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas <[email protected]
<mailto:[email protected]>> wrote:
Take a look at the "primuv" and "xyzdist" VEX functions. They
allow you to get near identical behaviour to closest point look
ups. It's not too much work to wrap them up into reusable HDAs.
(In fact, I'd recommend doing it as a good way to start getting
your head around HDA creation as a process.)
On 07/08/2016 21:55, Andy Chlupka wrote:
On Aug 06, 2016, at 11:17, Olivier Jeannel
<[email protected] <mailto:[email protected]>> wrote:
In Houdini they tend to transform every thing in VDB or fill
volumes with nuts number of points just to transfer datas...
Strange thing you describe here. I’ve found that most advice
comes in the from of using the Attribute Transfer SOP.
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