Deritave and inverse ray casting, in fact it's a super complex problem, at
least for me :/

On Tue, Aug 9, 2016 at 5:01 PM, Ahmidou Lyazidi <[email protected]>
wrote:

> Haha thanks, I should have been a detective instead :P
> Le 9 août 2016 10:52 AM, "Andy Nicholas" <[email protected]> a écrit :
>
>> Impressive Google-fu skills ;)
>>
>> On 09/08/2016 15:48, Ahmidou Lyazidi wrote:
>>
>> 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:"J
>>> erome+Couture-Gagnon"&hl=en&sa=X&ved=0ahUKEwi4orePwrTOAhWIdh
>>> 4KHZgwDLQQ6AEINzAE
>>>
>>> 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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