@Olivier: Not all VEX functions have been ported to VOP nodes, so maybe
`primpoints` is one of these? Use a wrangle! ;)

@Jonathan: I guess the rationale is that there was no need write a brand
new node only to repeat the same features already available elsewhere?
Seems fair enough to me and it also follows Houdini's philosophy of putting
together a few building blocks together to provide higher-level nodes.


On 27 April 2017 at 13:54, Jonathan Moore <jonathan.moo...@gmail.com> wrote:

>
> Funnily enough it all get’s a bit ‘pop will eat itself’ in that a VEX
> Wrangle is in fact a digital asset and in that digital asset is a VOP and
> in the VOP is a VEX snippet node and that generates that actual VEX code!
>
> As they used to say in one of my favourite 80’s US comedies ‘Soap’ -
> “Confused, you will be!”.  :)
>
>
>
> On 27 Apr 2017, at 07:03, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
> 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?
>>>>
>>>>
>>>>
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>>>
>>>
>>>
>>> --
>>> Christopher Crouzet
>>> *https://christophercrouzet.com* <https://christophercrouzet.com/>
>>>
>>>
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>
>
>
> --
> Christopher Crouzet
> *https://christophercrouzet.com* <https://christophercrouzet.com/>
>
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-- 
Christopher Crouzet
*https://christophercrouzet.com* <https://christophercrouzet.com>
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