A bit more than that, here's the patent:
https://www.google.ch/patents/US20070024632?dq=ininventor
<https://www.google.ch/patents/US20070024632?dq=ininventor>:"Jerome+Couture-Gagnon"&hl=en&sa=X&ved=0ahUKEwi4orePwrTOAhWIdh4KHZgwDLQQ6AEINzAE
It's in 'patent' language but the concept is there :)
Le 9 août 2016 10:01 AM, "Olivier Jeannel"
<[email protected] <mailto:[email protected]>>
a écrit :
Hey Ahmidou !
Getting some neighbors and averaging ?
On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi
<[email protected]
<mailto:[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]
<mailto:[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]
<mailto:[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
<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]
<mailto:[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]
<mailto:[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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