Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-03 Thread Jordi Bares
Dan, you should talk to them and show them some examples, every single time I 
have reached (with some screen captures, videos and audio to support my 
requests) them there has been a positive conversation and 8/10 things have been 
improved, which is the reason I want to keep using it.

jb


> On 3 Mar 2016, at 18:54, Dan Yargici  wrote:
> 
> Love Houdini, but coming from ICE, VOPs are an absolute horror to use IMO.  
> They need to drag it out of the 90's and introduce some more modern 
> interaction workflows...
> 
> DAN
> 
> On Thu, Mar 3, 2016 at 4:45 PM, Christopher Crouzet 
> mailto:christopher.crou...@gmail.com>> wrote:
> VOP graphs are being converted to VEX code, which means that for each VOP 
> node you'll find a corresponding VEX function, and most likely vice versa 
> too. If you want to see the generated code, just right click on the VOP node, 
> and select “View VEX Code...”. It can be informative to check it out 
> sometimes to help with debugging, but it's overly cluttered in comparison to 
> hand-written VEX code and thus can be hard to read.
> 
> Regarding the line `int pt1 = min(neighbours(input, pt0));`, it's picking the 
> neighbour with the smallest point number. The reason is simple—the `Sort SOP` 
> node reorder the points so for example the lowest point numbers for a sort by 
> X become the ones having the lowest X value. And hence, you want the 
> neighbour of `pt0` with the lowest point number to have `pt0` and `pt1` 
> representing the edge that matches the best to what's expected from the 
> sorting. If instead you'd simply do `int pt1 = neighbours(input, pt0)[0];`, 
> then you'd sometimes get what you'd hope, sometimes not.
> 
> Also yeah, there's never a single way to do things. If you compute a sort of 
> normal as you say for each point, that you can make in a predictable way 
> accross the entire mesh, then you'd probably avoid the problem that I 
> mentionned in my previous email. Maybe the `PolyFrame SOP` could be used for 
> that, but I don't know how it internally works and thus I don't know how 
> predictable it is. Worth a try! I only provided the scene this way to give 
> the idea that the essential of it can be done easily enough in VOP/VEX. But 
> it's always the remaining 10% that takes 90% of the time! :)
> 
> 
> On 3 March 2016 at 21:28, Olivier Jeannel  > wrote:
> You seem very dispointed by Houdini Anto, are you ?
> 
> On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic  > wrote:
> Thank you kindly Christopher,
> Yes as far as I know, FE presents the whole points data as an array. Beside 
> that, at this moment I just feel FE as much better solution for me (and for 
> Olivier of course :) ), instead of H. Can't really say more for now. Also 
> really need to say, while I'm not programmer, unfortunately or not I have to 
> communicate with them every day, even in private life, so maybe I become a 
> bit resistant. I think we all know how is going with this kind of people -  
> one has this or that opinion, another has completely opposite, all long 
> stories full of smart words. No need to waste your time on me, let's say in 
> short :)  Of course I've read everything you said here.
> thanks again...
> 
> From: Christopher Crouzet  >
> To: Softimage Mailing List  > 
> Sent: Thursday, March 3, 2016 4:40 AM
> Subject: Re: OT Houdini build Array VOP question (and a bit of rant)
> 
> You can think of each geometry attribute as an array which length equals the 
> number of points (if dealing with points). VOPs simply iterate over these 
> points and process the graph for each of them. Since each attribute is an 
> array, at any time you can pick the value of any element with `Get Attribute` 
> provided you know the point number. This is so straightforward that you can 
> even do this outside of VOP/VEX, with the `point` expression for example.
> 
> Sometimes it can be useful to define attributes that can themselves hold 
> arrays, for example a list of neighbours, to then pass these down to other 
> nodes for further processing. That's why they added that feature in H14, but 
> otherwise there's no real need to directly create arrays yourself. 
> Shamefully, I haven't used Fabric Engine yet but from what you're saying 
> maybe they're just presenting the data differently by providing you with the 
> whole points data as an array instead of letting you directly work on a 
> per-point context? In any case, there's plently of good reasons to use Fabric 
> Engine but this definitely isn't one of them—just wrap your head around how 
> Houdini works instead, everything will eventually start to make sense :)
> 
> On 3 March 2016 at 05:43, Anto Matkovic  > wrote:
> Nope. I think the only way to create an array directly in VOP, is pcfind 
> (pcopen that returns array), or array version of point neighbors. Or, to 
> stack

Re: Arnold (SiToA) for toon shading?

2016-03-03 Thread Pierre Schiller
I´m still getting this:
' WARNING : [arnold] node "Obq_Toon" is not installed
' ERROR : [sitoa]: Unable to load Obq_Toon from the Arnold plugins (first
occurrence: Sources.Materials.DefaultLib.Scene_Material.Obq_Toon)

I placed the spdl folder under
C:\Users\MyMachine\Autodesk\Softimage_2014_SP2\Addons\SItoA
I placed the Obq_Fresnel2Standards.xsirtcompound under
C:\Users\MyMachine\Autodesk\Softimage_2014_SP2\Addons\SItoA\Data\Compounds
I placed the Obq_Shaders__Core__a4_2_11_0.dll under
C:\Users\MyMachine\Autodesk\Softimage_2014_SP2\Addons\SItoA\Application\Plugins\bin\nt-x86-64

So I´m totally loosing it. What could it be? This is the current sitoa
stats:
' INFO : [sitoa] SItoA 3.4.0 win loaded.
' INFO : [sitoa] Arnold 4.2.3.1 detected.

And I´m pulling all those resources from the a4_2_11_x folder that came
along with the Obq_Shaders__Build_2015-11-07

Please help. What else do I need to configure?
Thanks.

On Wed, Mar 2, 2016 at 5:52 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Cool. Thanks for the reply. I'll hop into the machine in a couple of hours
> to test this.
> On Mar 2, 2016 12:55 PM, "Stephen Blair"  wrote:
>
>> You can do either.
>>
>> I just followed the instructions:
>>
>>
>>   SItoA:
>> + copy the content of the "softimage\spdl" folder into
>> "Addons\SItoA\Application\spdl",
>>
>> + copy the content of "softimage\compounds" into
>> "Addons\SItoA\Data\RTcompounds",
>>
>> + copy the .dll   in "bin" into
>> "Addons\SItoA\Application\Plugins\bin\nt-x86-64",[Windows]
>>
>> And that worked. I did not copy the Symbiont dll.
>>
>> On Wed, Mar 2, 2016 at 12:10 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Didn´t load up the shaders. I don´t know if I should make a custom
>>> Workgroup named SitoA, OR do I need to use the default SiToA directory?
>>> Thanks.
>>>
>>> On Fri, Feb 12, 2016 at 1:38 PM, Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
 I'll try that. I read that obq thing goes to c:/windows. Glad you share
 some light on this. Toon shaders are my main interest along that hair
 shading dll.

 Thanks
 On Feb 11, 2016 11:45 PM, "javier gonzalez" 
 wrote:

>  This dll  Obq_Shaders__Core__v304.dll goes to:
> Z:\Softimage
> Workgroup\TestWorkgroup\Addons\SItoA\Application\Plugins\bin\nt-x86-64
>
> and the spdl files goes to: Z:\Softimage
> Workgroup\TestWorkgroup\Addons\SItoA\Application\spdl
>
> hope this help.
>
> 2016-02-11 21:37 GMT-06:00, Pierre Schiller <
> activemotionpictu...@gmail.com>:
> > It shows an error for recent arnold versions. I placed all the .dlls
> inside
> > users/autodesk/softimage2014/addons/SitoA/bin/x82-64 folder, but
> still
> > shows error that shaders are not defined. Could anyone help me out
> with
> > this? Thanks.
> > On Jan 23, 2016 10:39 PM, "Pierre Schiller"
> > 
> > wrote:
> >
> >> I saw thw obq toon and I also saw how it didn't work thread. But,
> with
> >> all
> >> of that, has anyone worked with that arnold toon shading?
> >> On Jan 22, 2016 5:47 PM, "Francois Lord" 
> wrote:
> >>
> >>> Yes.
> >>> http://s3aws.obliquefx.com/public/shaders/help_files/Obq_Toon.html
> >>>
> >>> On 01/21/16 17:52, Pierre Schiller wrote:
> >>>
> >>> Hello. I was looking at Transformers Devastation videogame and I
> got
> >>> across this article:
> >>>
> >>>
> http://www.gameranx.com/updates/id/29176/article/transformers-devastation-director-used-special-shading-to-recreate-80s-anime-look/
> >>>
> >>> I was also looking if by any means was possible for Arnold to
> recreate
> >>> the shader. I know it´s a professional secret from their company,
> but I
> >>> haven´t recalled any works for cell shadig (toon render) from
> Arnold (I
> >>> know it takes advantage of physical calcs for light+materials) but
> how
> >>> about Toon shading?
> >>>
> >>> Thanks. :)
> >>>
> >>> --
> >>> Portfolio 2013 
> >>> Cinema & TV production
> >>> Video Reel 
> >>>
> >>>
> >>>
> >
>
>
>>>
>>>
>>> --
>>> Portfolio 2013 
>>> Cinema & TV production
>>> Video Reel 
>>>
>>> --
>>> 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.
>>
>


-- 
Portfolio 2013 
Cinema & TV production
Video Reel 
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-03 Thread Olivier Jeannel
Hahaha, yeah vops are rough compared to ice.
Specialy when it swap or disconnect / reconnect nodes while you move the
mouse without you notice.
Second favorite is when a  vop turns itself in red "error mode" and doesn't
want to come "back" until you rebuild the geometry_vop_global :/
uh well, 3d life

On Thu, Mar 3, 2016 at 5:54 PM, Dan Yargici  wrote:

> Love Houdini, but coming from ICE, VOPs are an absolute horror to use
> IMO.  They need to drag it out of the 90's and introduce some more modern
> interaction workflows...
>
> DAN
>
> On Thu, Mar 3, 2016 at 4:45 PM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> VOP graphs are being converted to VEX code, which means that for each VOP
>> node you'll find a corresponding VEX function, and most likely vice versa
>> too. If you want to see the generated code, just right click on the VOP
>> node, and select “View VEX Code...”. It can be informative to check it out
>> sometimes to help with debugging, but it's overly cluttered in comparison
>> to hand-written VEX code and thus can be hard to read.
>>
>> Regarding the line `int pt1 = min(neighbours(input, pt0));`, it's picking
>> the neighbour with the smallest point number. The reason is simple—the
>> `Sort SOP` node reorder the points so for example the lowest point numbers
>> for a sort by X become the ones having the lowest X value. And hence, you
>> want the neighbour of `pt0` with the lowest point number to have `pt0` and
>> `pt1` representing the edge that matches the best to what's expected from
>> the sorting. If instead you'd simply do `int pt1 = neighbours(input,
>> pt0)[0];`, then you'd sometimes get what you'd hope, sometimes not.
>>
>> Also yeah, there's never a single way to do things. If you compute a sort
>> of normal as you say for each point, that you can make in a predictable way
>> accross the entire mesh, then you'd probably avoid the problem that I
>> mentionned in my previous email. Maybe the `PolyFrame SOP` could be used
>> for that, but I don't know how it internally works and thus I don't know
>> how predictable it is. Worth a try! I only provided the scene this way to
>> give the idea that the essential of it can be done easily enough in
>> VOP/VEX. But it's always the remaining 10% that takes 90% of the time! :)
>>
>>
>> On 3 March 2016 at 21:28, Olivier Jeannel  wrote:
>>
>>> You seem very dispointed by Houdini Anto, are you ?
>>>
>>> On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic  wrote:
>>>
 Thank you kindly Christopher,
 Yes as far as I know, FE presents the whole points data as an array.
 Beside that, at this moment I just feel FE as much better solution for me
 (and for Olivier of course :) ), instead of H. Can't really say more for
 now. Also really need to say, while I'm not programmer, unfortunately or
 not I have to communicate with them every day, even in private life, so
 maybe I become a bit resistant. I think we all know how is going with this
 kind of people -  one has this or that opinion, another has completely
 opposite, all long stories full of smart words. No need to waste your time
 on me, let's say in short :)  Of course I've read everything you said here.
 thanks again...

 --
 *From:* Christopher Crouzet 
 *To:* Softimage Mailing List 
 *Sent:* Thursday, March 3, 2016 4:40 AM
 *Subject:* Re: OT Houdini build Array VOP question (and a bit of rant)

 You can think of each geometry attribute as an array which length
 equals the number of points (if dealing with points). VOPs simply iterate
 over these points and process the graph for each of them. Since each
 attribute is an array, at any time you can pick the value of any element
 with `Get Attribute` provided you know the point number. This is so
 straightforward that you can even do this outside of VOP/VEX, with the
 `point` expression for example.

 Sometimes it can be useful to define attributes that can themselves
 hold arrays, for example a list of neighbours, to then pass these down to
 other nodes for further processing. That's why they added that feature in
 H14, but otherwise there's no real need to directly create arrays yourself.
 Shamefully, I haven't used Fabric Engine yet but from what you're saying
 maybe they're just presenting the data differently by providing you with
 the whole points data as an array instead of letting you directly work on a
 per-point context? In any case, there's plently of good reasons to use
 Fabric Engine but this definitely isn't one of them—just wrap your head
 around how Houdini works instead, everything will eventually start to make
 sense :)

 On 3 March 2016 at 05:43, Anto Matkovic  wrote:

 Nope. I think the only way to create an array directly in VOP, is
 pcfind (pcopen that returns array), or array version of point neighbors.
 Or, to stack the 

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-03 Thread Dan Yargici
Love Houdini, but coming from ICE, VOPs are an absolute horror to use IMO.
They need to drag it out of the 90's and introduce some more modern
interaction workflows...

DAN

On Thu, Mar 3, 2016 at 4:45 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> VOP graphs are being converted to VEX code, which means that for each VOP
> node you'll find a corresponding VEX function, and most likely vice versa
> too. If you want to see the generated code, just right click on the VOP
> node, and select “View VEX Code...”. It can be informative to check it out
> sometimes to help with debugging, but it's overly cluttered in comparison
> to hand-written VEX code and thus can be hard to read.
>
> Regarding the line `int pt1 = min(neighbours(input, pt0));`, it's picking
> the neighbour with the smallest point number. The reason is simple—the
> `Sort SOP` node reorder the points so for example the lowest point numbers
> for a sort by X become the ones having the lowest X value. And hence, you
> want the neighbour of `pt0` with the lowest point number to have `pt0` and
> `pt1` representing the edge that matches the best to what's expected from
> the sorting. If instead you'd simply do `int pt1 = neighbours(input,
> pt0)[0];`, then you'd sometimes get what you'd hope, sometimes not.
>
> Also yeah, there's never a single way to do things. If you compute a sort
> of normal as you say for each point, that you can make in a predictable way
> accross the entire mesh, then you'd probably avoid the problem that I
> mentionned in my previous email. Maybe the `PolyFrame SOP` could be used
> for that, but I don't know how it internally works and thus I don't know
> how predictable it is. Worth a try! I only provided the scene this way to
> give the idea that the essential of it can be done easily enough in
> VOP/VEX. But it's always the remaining 10% that takes 90% of the time! :)
>
>
> On 3 March 2016 at 21:28, Olivier Jeannel  wrote:
>
>> You seem very dispointed by Houdini Anto, are you ?
>>
>> On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic  wrote:
>>
>>> Thank you kindly Christopher,
>>> Yes as far as I know, FE presents the whole points data as an array.
>>> Beside that, at this moment I just feel FE as much better solution for me
>>> (and for Olivier of course :) ), instead of H. Can't really say more for
>>> now. Also really need to say, while I'm not programmer, unfortunately or
>>> not I have to communicate with them every day, even in private life, so
>>> maybe I become a bit resistant. I think we all know how is going with this
>>> kind of people -  one has this or that opinion, another has completely
>>> opposite, all long stories full of smart words. No need to waste your time
>>> on me, let's say in short :)  Of course I've read everything you said here.
>>> thanks again...
>>>
>>> --
>>> *From:* Christopher Crouzet 
>>> *To:* Softimage Mailing List 
>>> *Sent:* Thursday, March 3, 2016 4:40 AM
>>> *Subject:* Re: OT Houdini build Array VOP question (and a bit of rant)
>>>
>>> You can think of each geometry attribute as an array which length equals
>>> the number of points (if dealing with points). VOPs simply iterate over
>>> these points and process the graph for each of them. Since each attribute
>>> is an array, at any time you can pick the value of any element with `Get
>>> Attribute` provided you know the point number. This is so straightforward
>>> that you can even do this outside of VOP/VEX, with the `point` expression
>>> for example.
>>>
>>> Sometimes it can be useful to define attributes that can themselves hold
>>> arrays, for example a list of neighbours, to then pass these down to other
>>> nodes for further processing. That's why they added that feature in H14,
>>> but otherwise there's no real need to directly create arrays yourself.
>>> Shamefully, I haven't used Fabric Engine yet but from what you're saying
>>> maybe they're just presenting the data differently by providing you with
>>> the whole points data as an array instead of letting you directly work on a
>>> per-point context? In any case, there's plently of good reasons to use
>>> Fabric Engine but this definitely isn't one of them—just wrap your head
>>> around how Houdini works instead, everything will eventually start to make
>>> sense :)
>>>
>>> On 3 March 2016 at 05:43, Anto Matkovic  wrote:
>>>
>>> Nope. I think the only way to create an array directly in VOP, is pcfind
>>> (pcopen that returns array), or array version of point neighbors. Or, to
>>> stack the 'append' node several times :). There are examples how to loop
>>> over arrays of indices, later in network, here:
>>>
>>> https://www.sidefx.com/index.php?option=com_content&task=view&id=3148&Itemid=412
>>> By the way, had to do some pretty interesting networks :) for Kristinka
>>> Hair for H - while everything worked at the end of day, anyway.
>>>
>>> If you're around arrays and nodes, Fabric is waiting for You
>>>
>>>
>>> --

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-03 Thread Christopher Crouzet
VOP graphs are being converted to VEX code, which means that for each VOP
node you'll find a corresponding VEX function, and most likely vice versa
too. If you want to see the generated code, just right click on the VOP
node, and select “View VEX Code...”. It can be informative to check it out
sometimes to help with debugging, but it's overly cluttered in comparison
to hand-written VEX code and thus can be hard to read.

Regarding the line `int pt1 = min(neighbours(input, pt0));`, it's picking
the neighbour with the smallest point number. The reason is simple—the
`Sort SOP` node reorder the points so for example the lowest point numbers
for a sort by X become the ones having the lowest X value. And hence, you
want the neighbour of `pt0` with the lowest point number to have `pt0` and
`pt1` representing the edge that matches the best to what's expected from
the sorting. If instead you'd simply do `int pt1 = neighbours(input,
pt0)[0];`, then you'd sometimes get what you'd hope, sometimes not.

Also yeah, there's never a single way to do things. If you compute a sort
of normal as you say for each point, that you can make in a predictable way
accross the entire mesh, then you'd probably avoid the problem that I
mentionned in my previous email. Maybe the `PolyFrame SOP` could be used
for that, but I don't know how it internally works and thus I don't know
how predictable it is. Worth a try! I only provided the scene this way to
give the idea that the essential of it can be done easily enough in
VOP/VEX. But it's always the remaining 10% that takes 90% of the time! :)


On 3 March 2016 at 21:28, Olivier Jeannel  wrote:

> You seem very dispointed by Houdini Anto, are you ?
>
> On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic  wrote:
>
>> Thank you kindly Christopher,
>> Yes as far as I know, FE presents the whole points data as an array.
>> Beside that, at this moment I just feel FE as much better solution for me
>> (and for Olivier of course :) ), instead of H. Can't really say more for
>> now. Also really need to say, while I'm not programmer, unfortunately or
>> not I have to communicate with them every day, even in private life, so
>> maybe I become a bit resistant. I think we all know how is going with this
>> kind of people -  one has this or that opinion, another has completely
>> opposite, all long stories full of smart words. No need to waste your time
>> on me, let's say in short :)  Of course I've read everything you said here.
>> thanks again...
>>
>> --
>> *From:* Christopher Crouzet 
>> *To:* Softimage Mailing List 
>> *Sent:* Thursday, March 3, 2016 4:40 AM
>> *Subject:* Re: OT Houdini build Array VOP question (and a bit of rant)
>>
>> You can think of each geometry attribute as an array which length equals
>> the number of points (if dealing with points). VOPs simply iterate over
>> these points and process the graph for each of them. Since each attribute
>> is an array, at any time you can pick the value of any element with `Get
>> Attribute` provided you know the point number. This is so straightforward
>> that you can even do this outside of VOP/VEX, with the `point` expression
>> for example.
>>
>> Sometimes it can be useful to define attributes that can themselves hold
>> arrays, for example a list of neighbours, to then pass these down to other
>> nodes for further processing. That's why they added that feature in H14,
>> but otherwise there's no real need to directly create arrays yourself.
>> Shamefully, I haven't used Fabric Engine yet but from what you're saying
>> maybe they're just presenting the data differently by providing you with
>> the whole points data as an array instead of letting you directly work on a
>> per-point context? In any case, there's plently of good reasons to use
>> Fabric Engine but this definitely isn't one of them—just wrap your head
>> around how Houdini works instead, everything will eventually start to make
>> sense :)
>>
>> On 3 March 2016 at 05:43, Anto Matkovic  wrote:
>>
>> Nope. I think the only way to create an array directly in VOP, is pcfind
>> (pcopen that returns array), or array version of point neighbors. Or, to
>> stack the 'append' node several times :). There are examples how to loop
>> over arrays of indices, later in network, here:
>>
>> https://www.sidefx.com/index.php?option=com_content&task=view&id=3148&Itemid=412
>> By the way, had to do some pretty interesting networks :) for Kristinka
>> Hair for H - while everything worked at the end of day, anyway.
>>
>> If you're around arrays and nodes, Fabric is waiting for You
>>
>>
>> --
>> *From:* Olivier Jeannel 
>> *To:* "softimage@listproc.autodesk.com" 
>>
>> *Sent:* Wednesday, March 2, 2016 1:29 PM
>> *Subject:* OT Houdini build Array VOP question (and a bit of rant)
>>
>> Hello serious list :)
>>
>> I'm a bit confused with houdini vop array.
>> While I managed to do it in vex, I would like to make a build array (like
>> build array 

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-03 Thread Olivier Jeannel
You seem very dispointed by Houdini Anto, are you ?

On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic  wrote:

> Thank you kindly Christopher,
> Yes as far as I know, FE presents the whole points data as an array.
> Beside that, at this moment I just feel FE as much better solution for me
> (and for Olivier of course :) ), instead of H. Can't really say more for
> now. Also really need to say, while I'm not programmer, unfortunately or
> not I have to communicate with them every day, even in private life, so
> maybe I become a bit resistant. I think we all know how is going with this
> kind of people -  one has this or that opinion, another has completely
> opposite, all long stories full of smart words. No need to waste your time
> on me, let's say in short :)  Of course I've read everything you said here.
> thanks again...
>
> --
> *From:* Christopher Crouzet 
> *To:* Softimage Mailing List 
> *Sent:* Thursday, March 3, 2016 4:40 AM
> *Subject:* Re: OT Houdini build Array VOP question (and a bit of rant)
>
> You can think of each geometry attribute as an array which length equals
> the number of points (if dealing with points). VOPs simply iterate over
> these points and process the graph for each of them. Since each attribute
> is an array, at any time you can pick the value of any element with `Get
> Attribute` provided you know the point number. This is so straightforward
> that you can even do this outside of VOP/VEX, with the `point` expression
> for example.
>
> Sometimes it can be useful to define attributes that can themselves hold
> arrays, for example a list of neighbours, to then pass these down to other
> nodes for further processing. That's why they added that feature in H14,
> but otherwise there's no real need to directly create arrays yourself.
> Shamefully, I haven't used Fabric Engine yet but from what you're saying
> maybe they're just presenting the data differently by providing you with
> the whole points data as an array instead of letting you directly work on a
> per-point context? In any case, there's plently of good reasons to use
> Fabric Engine but this definitely isn't one of them—just wrap your head
> around how Houdini works instead, everything will eventually start to make
> sense :)
>
> On 3 March 2016 at 05:43, Anto Matkovic  wrote:
>
> Nope. I think the only way to create an array directly in VOP, is pcfind
> (pcopen that returns array), or array version of point neighbors. Or, to
> stack the 'append' node several times :). There are examples how to loop
> over arrays of indices, later in network, here:
>
> https://www.sidefx.com/index.php?option=com_content&task=view&id=3148&Itemid=412
> By the way, had to do some pretty interesting networks :) for Kristinka
> Hair for H - while everything worked at the end of day, anyway.
>
> If you're around arrays and nodes, Fabric is waiting for You
>
>
> --
> *From:* Olivier Jeannel 
> *To:* "softimage@listproc.autodesk.com" 
> *Sent:* Wednesday, March 2, 2016 1:29 PM
> *Subject:* OT Houdini build Array VOP question (and a bit of rant)
>
> Hello serious list :)
>
> I'm a bit confused with houdini vop array.
> While I managed to do it in vex, I would like to make a build array (like
> build array from set) of the pointposition (P) in VOP.
>
> I understand you need to for-loop on each Ptnum and probably append the P
> values and this will buid an array of P.
> But you know what ? Well I can't manage to make it work.
>
> I found no example on the net (sideFX, odforce).
> The doc is just words, no schemes, no graphics.
> The examples hips are bizarre, not so simple, and use the old loop node.
>
> So I'm wondering if someone from here could provide a screen shot of how
> that should be connected ?
>
> Thank you :)
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
>
> --
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> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>
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Re: 1 texture per polygon

2016-03-03 Thread pedro santos
It was useful for myself today too :D ehehe

On Mon, Feb 29, 2016 at 1:02 AM, Jason S  wrote:

> On 02/26/16 11:27, Olivier Jeannel wrote:
>
> Woa ! Super tool !
>
>
> SuperCoolTool indeed !
>  Thanks!
>
> On Fri, Feb 26, 2016 at 5:20 PM, pedro santos  wrote:
>
>> Try this one :)
>>
>> Compound: https://app.box.com/s/ktbzlozzx5ynzmk2yxmp2kk9vbla2hnv
>> Quick Video: https://app.box.com/s/b1f1lf5ze4jbr5ahtk3gxs59542cvruc
>>
>> Cheers
>>
>> On Fri, Feb 26, 2016 at 10:10 AM, Olivier Jeannel > > wrote:
>>
>>> And the compound made possible with the generous help from pedro santos
>>> :)
>>>
>>> It's pretty straight forward, works with quads only.
>>> It can produce crossed quads in the uv if the polymesh has its vertexid
>>> changed. Works better with a fresh extrated polymesh.
>>> It is more for learning purpose I'd say...
>>>
>>>
>>> On Fri, Feb 26, 2016 at 11:05 AM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 [image: Inline image 1]

 On Fri, Feb 26, 2016 at 10:39 AM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Let me know if you need it.
>
> On Thu, Feb 25, 2016 at 10:16 PM, Jason S 
> wrote:
>
>>
>> This script can be useful for having one image file per UV which can
>> also have it's benefits,
>> as you can have an arbitrary and easy to setup image sequence of
>> images which each UV can pick from, which can also be easier to manage 
>> and
>> replace sources than having generate one big source image file, but I 
>> guess
>> it can depend on the end goal.
>>
>>
>>
>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> I solved the UV with a python script (attached) from  Piotrek
>>> Marczak. Wish I could do it in ICE...
>>> Now I'm fighting to have one picture per polygon index :/
>>> If someone has something
>>>
>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
>>> wrote:
>>>
 https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv

 On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
 wrote:

> Hmmm I've done that the other day, but in LightWave... ahaha
>
> I basically transformed the UV coordinates per polygon based on
> it's index to fit a grid of images. insteading of having separate 
> image
> files.. Can you do it in ICE... dunno, never tried it x)
>
> Good luck
>
>
>
> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Hi there,
>>
>> Imagine I have a collection of 100 pictures, numbered from 0 to
>> 99.
>> I'd like to have one picture applied per polygon of a polymesh.
>> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes 
>> to
>> polygon2, )
>> - How do I set the UVs ?
>> - How do I tell the Shader to pick one image according to the
>> Polygon ID ?
>>
>> I can do it with particles, but I would like to do it with
>> polygons.
>>
>> I'm sure someone already did this ...
>>
>> Thank you !
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in
>> the subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> * -- [image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] 
> Pedro
> Alpiarça dos Santos  >>  http://probiner.xyz/ 
>  *
>



 --



 * -- [image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] 
 Pedro
 Alpiarça dos Santos  >>  http://probiner.xyz/ 
  *

 --
 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.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> * -- [image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
>> Alpiarça dos Santos  >>  http://probiner.xyz/ 
>>  *
>>
>>
>> --
>> Softimage Mailing List.
>>

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-03 Thread Anto Matkovic
Thank you kindly Christopher,Yes as far as I know, FE presents the whole points 
data as an array. Beside that, at this moment I just feel FE as much better 
solution for me (and for Olivier of course :) ), instead of H. Can't really say 
more for now. Also really need to say, while I'm not programmer, unfortunately 
or not I have to communicate with them every day, even in private life, so 
maybe I become a bit resistant. I think we all know how is going with this kind 
of people -  one has this or that opinion, another has completely opposite, all 
long stories full of smart words. No need to waste your time on me, let's say 
in short :)  Of course I've read everything you said here.thanks again...

  From: Christopher Crouzet 
 To: Softimage Mailing List  
 Sent: Thursday, March 3, 2016 4:40 AM
 Subject: Re: OT Houdini build Array VOP question (and a bit of rant)
   
You can think of each geometry attribute as an array which length equals the 
number of points (if dealing with points). VOPs simply iterate over these 
points and process the graph for each of them. Since each attribute is an 
array, at any time you can pick the value of any element with `Get Attribute` 
provided you know the point number. This is so straightforward that you can 
even do this outside of VOP/VEX, with the `point` expression for example.

Sometimes it can be useful to define attributes that can themselves hold 
arrays, for example a list of neighbours, to then pass these down to other 
nodes for further processing. That's why they added that feature in H14, but 
otherwise there's no real need to directly create arrays yourself. Shamefully, 
I haven't used Fabric Engine yet but from what you're saying maybe they're just 
presenting the data differently by providing you with the whole points data as 
an array instead of letting you directly work on a per-point context? In any 
case, there's plently of good reasons to use Fabric Engine but this definitely 
isn't one of them—just wrap your head around how Houdini works instead, 
everything will eventually start to make sense :)

On 3 March 2016 at 05:43, Anto Matkovic  wrote:

Nope. I think the only way to create an array directly in VOP, is pcfind 
(pcopen that returns array), or array version of point neighbors. Or, to stack 
the 'append' node several times :). There are examples how to loop over arrays 
of indices, later in network, 
here:https://www.sidefx.com/index.php?option=com_content&task=view&id=3148&Itemid=412
By the way, had to do some pretty interesting networks :) for Kristinka Hair 
for H - while everything worked at the end of day, anyway.
If you're around arrays and nodes, Fabric is waiting for You

  From: Olivier Jeannel 
 To: "softimage@listproc.autodesk.com"  
 Sent: Wednesday, March 2, 2016 1:29 PM
 Subject: OT Houdini build Array VOP question (and a bit of rant)
  
Hello serious list :)
I'm a bit confused with houdini vop array.While I managed to do it in vex, I 
would like to make a build array (like build array from set) of the 
pointposition (P) in VOP.
I understand you need to for-loop on each Ptnum and probably append the P 
values and this will buid an array of P.But you know what ? Well I can't manage 
to make it work.
I found no example on the net (sideFX, odforce).The doc is just words, no 
schemes, no graphics.The examples hips are bizarre, not so simple, and use the 
old loop node.
So I'm wondering if someone from here could provide a screen shot of how that 
should be connected ?
Thank you :)

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-- 
Christopher Crouzet
http://christophercrouzet.com


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Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-03 Thread Olivier Jeannel
Thank you for the detailled hip, that's very kind of you :)
Makes me feel very humble too, as it obviously will take time to understand
all this. I  do very little steps :)
My knowledge of Vex is very new and poor, that's why I splitted in vex +
vop.

If I'm no wrong, the super clever line might be this one :
int pt1 = min(neighbours(input, pt0));
Min neighbor is what ? the closest neighbour to pt0 ? The neighbor with the
smallest index ?

At a moment,  I was thinking using the Normal (@axis ) to find the P1.
Assuming that @axis position is on P0 and is pointing toward P1. But I'm
unable to translate this.
P0+@axis =P1

The conversion Local to Space is loosing me a bit. Is this an invert matrix
thing (like in ice ) ?



I realise I've been wrong route with the arrays. Yes I end up with array
per points which makes it very confusing.

Thank you a lot for providing this, it's a hell of an effort to understand,
but the exercice in itself is very educative even if I only get portions of
it :)



On Thu, Mar 3, 2016 at 4:40 AM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> You can think of each geometry attribute as an array which length equals
> the number of points (if dealing with points). VOPs simply iterate over
> these points and process the graph for each of them. Since each attribute
> is an array, at any time you can pick the value of any element with `Get
> Attribute` provided you know the point number. This is so straightforward
> that you can even do this outside of VOP/VEX, with the `point` expression
> for example.
>
> Sometimes it can be useful to define attributes that can themselves hold
> arrays, for example a list of neighbours, to then pass these down to other
> nodes for further processing. That's why they added that feature in H14,
> but otherwise there's no real need to directly create arrays yourself.
> Shamefully, I haven't used Fabric Engine yet but from what you're saying
> maybe they're just presenting the data differently by providing you with
> the whole points data as an array instead of letting you directly work on a
> per-point context? In any case, there's plently of good reasons to use
> Fabric Engine but this definitely isn't one of them—just wrap your head
> around how Houdini works instead, everything will eventually start to make
> sense :)
>
> Olivier, assuming that two poins are neighbour based on their point number
> is quite a risky bet. Instead, there is a `Neighbour VOP` node for that so
> you can pick P1 as being the first neighbour of P0. But then, to reflect
> the sorting order of your points, it'd be better to retrieve the array of
> all the neighbours and retrieve only the neighbour with the smallest point
> number.
>
> I've made an example scene for you—everything is happening in the node
> named `rotate_each_prim`, where you'll find an `angle` parameter to play
> with. I tried to keep the code as simple as possible and documented every
> line to help you understanding it.
>
> An issue is that the `Sort SOP` node fails when for example sorting the
> points of the grid along the X axis since many points in that grid share
> the same position in X, leaving no hint for the `Sort SOP` node to
> prioritize one point over the other. In fact, sorting points by an axis
> might be troublesome even on more organic geometries, so basing this effect
> on the `Sort SOP` alone won't be enough to have predictible results, and
> you'll end up with primitives rotating in a different direction than their
> neighbours.
>
>
> On 3 March 2016 at 05:43, Anto Matkovic  wrote:
>
>> Nope. I think the only way to create an array directly in VOP, is pcfind
>> (pcopen that returns array), or array version of point neighbors. Or, to
>> stack the 'append' node several times :). There are examples how to loop
>> over arrays of indices, later in network, here:
>>
>> https://www.sidefx.com/index.php?option=com_content&task=view&id=3148&Itemid=412
>> By the way, had to do some pretty interesting networks :) for Kristinka
>> Hair for H - while everything worked at the end of day, anyway.
>>
>> If you're around arrays and nodes, Fabric is waiting for You
>>
>>
>> --
>> *From:* Olivier Jeannel 
>> *To:* "softimage@listproc.autodesk.com" 
>>
>> *Sent:* Wednesday, March 2, 2016 1:29 PM
>> *Subject:* OT Houdini build Array VOP question (and a bit of rant)
>>
>> Hello serious list :)
>>
>> I'm a bit confused with houdini vop array.
>> While I managed to do it in vex, I would like to make a build array (like
>> build array from set) of the pointposition (P) in VOP.
>>
>> I understand you need to for-loop on each Ptnum and probably append the P
>> values and this will buid an array of P.
>> But you know what ? Well I can't manage to make it work.
>>
>> I found no example on the net (sideFX, odforce).
>> The doc is just words, no schemes, no graphics.
>> The examples hips are bizarre, not so simple, and use the old loop node.
>>
>> So I'm wondering if some