Re: shameful houdini question

2017-04-27 Thread Jason S
    On 04/27/17 12:17, Steven Caron wrote:     ... ICE took most of it away ...  I would have to agree,  and add that in general, does ICE take most of it away.   (complication)     On 04/27/17 12:17, Steven

Re: shameful houdini question

2017-04-27 Thread Steven Caron
Well at first I was using VOPs. So the looping stuff was hard to get right. I eventually got it but it was hard to debug and get the result I was looking for. I obviously was just doing something wrong, I have little time right now to actually read ever doc/tutorial. I am relying mostly on my

Re: shameful houdini question

2017-04-27 Thread Andy Nicholas
Haha. Neither am I, I'd just be after some robust critical feedback :) On 27/04/2017 11:34, Christopher Crouzet wrote: Sure thing but be warned that I'm far from being a noise expert! :) On 27 April 2017 at 17:21, Andy Nicholas > wrote:

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
Sure thing but be warned that I'm far from being a noise expert! :) On 27 April 2017 at 17:21, Andy Nicholas wrote: > Yes, exactly, I found the same. I'm quite relieved your experience mirrors > mine as otherwise I've just been wasting a lot of my time! :) > > Would love

Re: shameful houdini question

2017-04-27 Thread Andy Nicholas
Yes, exactly, I found the same. I'm quite relieved your experience mirrors mine as otherwise I've just been wasting a lot of my time! :) Would love you to beta test when it's ready (if you're interested). A On 27/04/2017 11:17, Christopher Crouzet wrote: I've just tried what you said and in

Re: shameful houdini question

2017-04-27 Thread Olivier Jeannel
Agree Christopher @primnum ;) 2017-04-27 12:17 GMT+02:00 Christopher Crouzet < christopher.crou...@gmail.com>: > I've just tried what you said and in fact the unified noise doesn't even > seem to use the full [0, 1] range as one would expect from reading the doc. > At least not in H13. Or maybe

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
I've just tried what you said and in fact the unified noise doesn't even seem to use the full [0, 1] range as one would expect from reading the doc. At least not in H13. Or maybe I did something wrong. If this turns out to be true, it'd kill the primary purpose of the node to bring coherency

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
Sorry, I can't really help as there are no `primpoints` function nor array attributes in H13, so I can't try any of that. That being said you are using @ptnum instead of @primnum. On 27 April 2017 at 16:21, Olivier Jeannel wrote: > Thank's Christopher, I'm just

Re: shameful houdini question

2017-04-27 Thread Andy Nicholas
Yep, Unified Noise is definitely very slow when tweaking the UI parameters. Haven't done any profiling yet though to see if that's due to recompiling issues vs actual performance of evaluation. On 27/04/2017 10:49, Olivier Jeannel wrote: I found the Unified noise slower than the other noises.

Re: shameful houdini question

2017-04-27 Thread Olivier Jeannel
I found the Unified noise slower than the other noises. No ? 2017-04-27 11:42 GMT+02:00 Andy Nicholas : > 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

Re: shameful houdini question

2017-04-27 Thread Andy Nicholas
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 v@perlin =

Re: shameful houdini question

2017-04-27 Thread Olivier Jeannel
Thank's Christopher, I'm just realizing that now :/ i[]@toto = primpoints(0, @ptnum); Won't work in a VOP Snippet, but I can bind the array in VOP later. crazy, it's one of the most used function... 2017-04-27 10:06 GMT+02:00 Christopher Crouzet < christopher.crou...@gmail.com>: > I think

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
I think remembering that I also had the same thought back when I started using Houdini but then it probably just sinked in... the logic in Houdini is strong! :) On 27 April 2017 at 14:53, Jonathan Moore wrote: > > > No complaints from me Christopher. It just spun my

Re: shameful houdini question

2017-04-27 Thread Jonathan Moore
No complaints from me Christopher. It just spun my head a little the first time I found out. Although now it makes complete sense even if it is all a little 'like a circle in a circle, like a wheel within a wheel’. ;) > On 27 Apr 2017, at 08:27, Christopher Crouzet

RE: Up vector on particles flowing on a path

2017-04-27 Thread Sven Constable
There is also emtools from Eric Mootz that contains a compound for driving particle orientation with lots of options. IIRC called Align Orientation or similar. Sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
@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

Re: shameful houdini question

2017-04-27 Thread Jonathan Moore
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’ -

Re: shameful houdini question

2017-04-27 Thread Olivier Jeannel
:) 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 : > Technically, VOP is just a wrapper around VEX, so you could say that

Re: Up vector on particles flowing on a path

2017-04-27 Thread Matt Lind
A few cross products: direction vector x global Y axis = binormal binormal x direction = your desired up vector order is important. Also normalize the resulting vector to be a unit vector to make other downstream operations predictable. Matt Date: Wed, 26 Apr 2017 18:37:03 -0400 From:

Re: shameful houdini question

2017-04-27 Thread Christopher Crouzet
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