Damn Vex, just found out that you can replace your whole first part by
matrix3 m = maketransform(@N,{0,1,0});
@orient = quaternion(m);
The normal SOP isn't needed too seems houdini calculate it under the hood...
Thanks Olivier
On 13 March 2017 at 21:27, Jonathan Moore <[email protected]> wrote:
> | Jonathan, I thought VOP and VEX were running at same speed ? Am I wrong
> ?
>
>
>
> The automatically generated code is messier but should run at
> approximately the same speed. Any speed advantage will often come by
> achieving more with less nodes (less chance of other nodes slowing things
> down unexpectedly).
>
>
>
> I think the main advantage of Wrangles is that you often find things that
> can take a good number of VOP nodes are achievable with few lines of VEX.
> That’s not unique to VOPs, it’s a characteristic of visual programming in
> general.
>
>
>
> I’ve got nothing against VOP’s, I think they’re great (I prefer them to
> ICE in many ways). I was just attempting to answer Chris’s question ref the
> advantages and disadvantages of each approach.
>
>
>
>
>
>
>
> *From:* [email protected] [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Olivier Jeannel
> *Sent:* 13 March 2017 18:47
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list <[email protected]>
> *Subject:* Re: Houdini tutorial | Building the orientation matrix for
> local rotation
>
>
>
> Jonathan, I thought VOP and VEX were running at same speed ? Am I wrong ?
>
>
>
> 2017-03-13 19:44 GMT+01:00 Olivier Jeannel <[email protected]>:
>
> Vop is close to ICE.
>
> VOP is the visual version of VEX which is code (coding vector).
>
> In fact, when you build some Vop trees, you can see the resulting Vex code.
>
>
>
> It's just me beeing more able to build and read Vop nodes rather Vex lines.
>
>
>
>
>
> 2017-03-13 15:55 GMT+01:00 Chris Marshall <[email protected]>:
>
> And it's all VOP! ? As opposed to what? And what's the advantage /
> difference?
>
>
>
> On 9 March 2017 at 13:39, Olivier Jeannel <[email protected]> wrote:
>
> I made a little tutorial on how to get local rotation when working in
> houdini.
>
> https://vimeo.com/207626604
>
>
>
> Build an orientation matrix
>
> Rotate using the orient attribute before the copy sop
>
> Rotate objects after the copy sop.
>
>
>
> And it's all VOP !
>
>
>
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> --
>
> Chris Marshall
>
> Mint Motion Limited
>
> 029 20 37 27 57
>
> 07730 533 115
>
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>
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>
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