The `Unified Noise VOP`, which is a fairly useful node that outputs all the
noise values in the [0, 1] range, takes pretty much all of its logic from
the `pyro_noise.h` include file. Which means that you can easily have
access to the same functionalities in VEX, like so:

#include <pyro_noise.h>
v@perlin = vnwrap_perlin3(v@P, 0, 0);
f@pflow = fnwrap_pflow1(v@P, {1, 2, 3}, 0);


The naming convention of these wrappers is detailed in the file. And in
newer versions of Houdini than my H13, they have added a `unified_noise`
function that makes it even easier to use.

Also, it's interesting to see how they managed to unify the noise values in
`pyro_noise.h`: they basically ran a lot of samples and picked the min/max
values of each noise to approximate their range. Statistics for the win! :)


@Steven To answer your initial question, you can use
`pcimport(my_pc_handle, "point.number", my_ptnum_var);` to retrieve the
point number.

The function `pcfilter` is handy only if you exactly want the behaviour as
they documented it. If for example you'd like to use a slightly different
weighting formula (based not only on distance but also on mass, for
example), then you'd have to write your own.


On 27 April 2017 at 11:27, Andy Goehler <[email protected]>
wrote:

> Hi Steven,
>
> same as Andy (Nicholas) here, VOPs mostly for Noise stuff, Wrangles for
> anything else.
>
> Cheers and have fun.
> Andy
>
> On Apr 27, 2017, at 12:47 AM, Steven Caron <[email protected]> wrote:
>
> Just to understand how the power users are using this. Are you using
> wrangle nodes with vex snippets 100% of the time or are you using the VOP
> sub graph for somethings?
>
>
>
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-- 
Christopher Crouzet
*https://christophercrouzet.com* <https://christophercrouzet.com>
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