Hi Andy,
I knew that Jérôme worked on the closest location and Ray cast system (as
he did in Fabric Engine) , I just search for his name in the Google patent
search.
Le 9 août 2016 10:38 AM, "Andy Nicholas" <[email protected]> a écrit :

> Interesting! (although, personally I can't stand things like this get
> patented)
>
> Ahmidou, how did you find that or become aware that that even existed in
> the patent database?
>
>
> On 09/08/2016 15:15, Ahmidou Lyazidi wrote:
>
> A bit more than that,  here's the patent:
> https://www.google.ch/patents/US20070024632?dq=ininventor:";
> Jerome+Couture-Gagnon"&hl=en&sa=X&ved=0ahUKEwi4orePwrTOAhWIdh4KHZgwD
> LQQ6AEINzAE
>
> It's in 'patent' language but the concept is there :)
> Le 9 août 2016 10:01 AM, "Olivier Jeannel" <[email protected]> a
> écrit :
>
>> 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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