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. >>>> >>>> >>>> >>>> ------ >>>> 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. >>> >>> >>> ------ >>> 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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