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