Thanks for sharing. It's useful to see where you see issues.

> I miss the "sort array with key"

You need two nodes: "Array Arg Sort", and "Array Reorder". Use the Array Arg Sort to sort your "key" value and produce indices, which you then feed to the "Array Reorder". Maybe that's the first Softimage ICE HDA someone could make. Just encapsulate these two to become a "Sort Array by Key" node.

I think a lot of problems with learning Houdini is the complexity and the overwhelming feeling of "great, I can do anything, but where the heck do I start". Much of which is over the linquistical issues like, for example, the disconnectivity between slightly obscure naming of nodes and what they actually do. I wouldn't mind betting that if people start putting together Softimage->Houdini digital assets, the first noticeable thing will be the Softimage style names that are used!

Maybe learning Houdini is a similar process to learning a foreign language? Takes a while to get fluent.

A



On 29/03/2017 14:33, Olivier Jeannel wrote:
I'm not comfident enough to tell, and I can only speak for vop (not vex).
Having to build a for each loop set of nodes, well it took me time to figure (in fact Mikael tut was the answer) Having to work with per prim vertex array seems to be a limitation when coming to sort those vertex. I have overal sorting issues : it's ok to sort ptnum but an arbitrary integer attribute I'm not sure I can.
I wish there was more example (in vop) of array building and sorting.
I miss the "sort array with key"

I'm just starting with arrays in H but I find it over complicated.


On Wednesday, March 29, 2017, Andy Nicholas <a...@andynicholas.com <mailto:a...@andynicholas.com>> wrote:

    Heh! Flattery will get you everywhere ;)

    Yes, they make sense in both packages to me, and you have the
    added benefit of being able to see the arrays directly in Houdini
    using the Geometry Spreadsheet, rather than turning on the
    visualisation in Softimage and have them disappearing off the top
    of the screen. You can do Python style array slicing in VEX too
    which is awesomely useful.

    Anyway, that's why I wanted to ask Olivier an honest question to
    try and understand where Houdini is lacking. Maybe I'm too close
    to it to see the issues.

    A


    On 29/03/2017 13:06, Jordi Bares wrote:
    I was wondering if using arrays in Houdini makes as much sense as
    in Softimage… Andy??? You are the expert here.

    jb

    On 29 Mar 2017, at 10:57, Andy Nicholas <a...@andynicholas.com
    <javascript:_e(%7B%7D,'cvml','a...@andynicholas.com');>> wrote:

    Hi Olivier, where do you see the biggest difference with ICE
    arrays and Houdini arrays? In both you have ways of adding,
    removing, sorting, etc. elements in the array in whatever
    context you're in, no?

    A

    On 29/03/2017 09:48, Olivier Jeannel wrote:
    An example of something we own as ice user :
    One of the first thing I replicated was the Modulate by Volume.
    When I arrived on Houdini and saw all those tutorial with
    people using the Attribute transfer, I tried to use it myself
    and was horrified : I found it slow and not precize.
    Nobody was using a UV location + dotproduct method, and imho
    that's by far the most efficient method.
    The hardest thinking was "how should I wire it in Houdini way
    of working ?". I came up with one Vop HDA, and one SOP HDA
    (which is simply the vop compounded).
    The great "plus" with Houdini, is that it's able to transfer
    values of any context (point, prim, you name it, ..)
    I'll try to record something.

    I think there's a large place for improvement in H for
    everything that concerns arrays. In ice, there was a lot of
    things to do with arrays , hence the speed. And the ice tools
    were super efficient for that. In Houdini, there's a kind of
    "thinking" that as VOP by nature is looping through points it
    is an "enough" solution.
    Well, "maybe" but it's so criptic that unless you're a
    vex/C/python programmer I find it very time consumming to
    understand. Plus there are no doc samples or tut, a part from
    the one from Mikael Perterssen
    http://shortandsweet3d.blogspot.fr/
    <http://shortandsweet3d.blogspot.fr/>. That makes me wonder if
    other people really consider or understand this.
    Also, if you compare Peter Quint and Mikael way to deal with
    States, hell, I'm 200% on the ice method.


    2017-03-28 20:39 GMT+02:00 Olivier Jeannel
    <facialdel...@gmail.com
    <javascript:_e(%7B%7D,'cvml','facialdel...@gmail.com');>>:

        I'm a morron, but I'd love to have exclusive pure Ice
        minded HDA library.

        2017-03-28 20:29 GMT+02:00 Rob Chapman
        <tekano....@gmail.com
        <javascript:_e(%7B%7D,'cvml','tekano....@gmail.com');>>:

            Thought I'd pipe in since tekano got invoked, also
            slowly attemting to transition and agree with most
            already said and thanks, is already a huge pointer to
            as yet unknown aspects and features of how complex
            houdini is.
             also would be interested in a more 'compounded' way of
            learning Houdini like ice was introduced. Everything a
            compound node of nested compound logic with exact same
            UI logic and Core nodes and complexity under the hood
            but still accessable in a single click and an 'easy for
            artists' ability to follow the logic flow into further
            nested compounds and see how it was made. Not so with
            houdini yet 😎 open one compound and is equivalent to
            inside of the neighborhood telephone junction box. Part
            of the enjoyment, for me, was building own logic and
            then seeing the contrast of the 'Softimage' way, and
            for sure, if you are building something fairly complex
            requiring macro detailed interactions with something of
            a much larger scale, eg characters running through a
            several fields of flowers,  then somethings can be
improved or optimised from the off the shelf examples. Otherwise prepare for big data and long iteration
            times. It seems covering all bases like the 'houdini'
            way is fine for examples and base setup but not so in
            more complicated tasks is better to be good at
            understanding which bits to leave out. 😀 or be able
            rapidly prototype your own. I think like Mr Bolland has
            done and Pooby is asking for is these intermediate
            compounds between that Softimage bought with it to help
            us poor artists out 😂

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