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.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
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