Hey Ahmidou !
Getting some neighbors and averaging ?

On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi <[email protected]>
wrote:

> 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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