:) A question : What would be the exact equivalent of vex "primpoints" in VOP ? Primpoints returns an ordered integer ptnum array per primitive.
2017-04-27 8:03 GMT+02:00 Christopher Crouzet <christopher.crou...@gmail.com >: > Technically, VOP is just a wrapper around VEX, so you could say that > you're kinda using VEX... indirectly! :P > > @Steven I actually didn't reply to your question at all. I don't know how > I manage to misread emails that well but I'm pretty good at it! Anyways, > the function `pcfind` returns point numbers, so then you can just loop over > them and use the usual methods, such as for example `point > <http://www.sidefx.com/docs/houdini/vex/functions/point>` to retrieve > other attributes. > > > On 27 April 2017 at 12:33, Olivier Jeannel <facialdel...@gmail.com> wrote: > >> Still in the VOP band wagon here :/ >> >> 2017-04-27 7:22 GMT+02:00 Christopher Crouzet < >> christopher.crou...@gmail.com>: >> >>> 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 <lists.andy.goeh...@gmail.com> >>> 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 <car...@gmail.com> 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? >>>> >>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>>> with "unsubscribe" in the subject, and reply to confirm. >>>> >>> >>> >>> >>> -- >>> Christopher Crouzet >>> *https://christophercrouzet.com* <https://christophercrouzet.com> >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > > -- > Christopher Crouzet > *https://christophercrouzet.com* <https://christophercrouzet.com> > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
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