Would love some clearer info though. I don't know what's a derivative for a vector and how to compute some. There must be tons of applications and uses for such knowledge for sure.
Le 9 août 2016 18:17, "Andy Nicholas" <[email protected]> a écrit : > 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]> > 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. >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> ------ >>>>>>>>> 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. 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