Yeah, reading through that I didn't envy you ;)

On 09/08/2016 16:41, Olivier Jeannel wrote:
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] <mailto:[email protected]>> wrote:

    Haha thanks, I should have been a detective instead :P

    Le 9 août 2016 10:52 AM, "Andy Nicholas" <[email protected]
    <mailto:[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] <mailto:[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
            
<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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