Well I'm sure Fabric will grow up into a lovely DCC and snap maya's neck :3
On 9 August 2016 at 21:26, Olivier Jeannel <[email protected]> wrote: > 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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