Makes sense ! That's what the "smoothed surface" button compensate for in
XSI ?

On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas <[email protected]> wrote:

> 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]>
> 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]>
>> 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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