Yes exactly,  but it's patented by AD,  so you'll need to roll you own
Le 9 août 2016 9:12 AM, "Olivier Jeannel" <[email protected]> a écrit :

> 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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