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

2016-03-04 Thread Dan Yargici
Cheers Andy.  Will do.

On Fri, Mar 4, 2016 at 9:45 AM, Andy Nicholas  wrote:

> Hi Dan. You can send them feedback directly via supp...@sidefx.com.
> A
>
>
> On 04/03/2016 09:29, Dan Yargici wrote:
>
> Thanks Jordi.  I would like to do this actually, and my family is away for
> a week so I might actually have the time to do it!
>
> Which channel would you suggest?  or do you think it would be better to
> start an open discussion on the Houdini list?
>
> DAN
>
>
> On Fri, Mar 4, 2016 at 7:01 AM, Jordi Bares  wrote:
>
>> 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 < 
>> danyarg...@gmail.com> 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 < 
>>> facialdel...@gmail.com> wrote:
>>>
>>>> You seem very dispointed by Houdini Anto, are you ?
>>>>
>>>> On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic < 
>>>> a...@matkovic.com> 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 < 
>>>>> christopher.crou...@gmail.com>
>>>>> *To:* Softimage Mailing List < 
>>>>> softimage@lis

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

2016-03-04 Thread Andy Nicholas

Hi Dan. You can send them feedback directly via supp...@sidefx.com.
A

On 04/03/2016 09:29, Dan Yargici wrote:
Thanks Jordi.  I would like to do this actually, and my family is away 
for a week so I might actually have the time to do it!


Which channel would you suggest?  or do you think it would be better 
to start an open discussion on the Houdini list?


DAN


On Fri, Mar 4, 2016 at 7:01 AM, Jordi Bares <mailto:jordiba...@gmail.com>> wrote:


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 mailto:danyarg...@gmail.com>> 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
mailto:facialdel...@gmail.com>> wrote:

You seem very dispointed by Houdini Anto, are you ?

On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic
mailto:a...@matkovic.com>> 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
mailto:christopher.crou...@gmail.com>>
*To:* Softimage Mailing List
mailto:softimage@listproc.autodesk.com>>
        *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 g

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

2016-03-04 Thread Dan Yargici
Thanks Jordi.  I would like to do this actually, and my family is away for
a week so I might actually have the time to do it!

Which channel would you suggest?  or do you think it would be better to
start an open discussion on the Houdini list?

DAN


On Fri, Mar 4, 2016 at 7:01 AM, Jordi Bares  wrote:

> 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 <
> 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 attribu

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  <mailto:facialdel...@gmail.com>> wrote:
> You seem very dispointed by Houdini Anto, are you ?
> 
> On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic  <mailto:a...@matkovic.com>> 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  <mailto:christopher.crou...@gmail.com>>
> To: Softimage Mailing List  <mailto:softimage@listproc.autodesk.com>> 
> 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 

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.

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:
>

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'r

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.
> 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
> *http://christophercrouzet.com* <http://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.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

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 :)

--
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
http://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.

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 poi

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

2016-03-02 Thread Christopher Crouzet
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 someone from here could provide a screen shot of how
> that should be connected ?
>
> 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.
>
>
> --
> 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
*http://christophercrouzet.com* <http://christophercrouzet.com>


mystic.hipnc
Description: Binary data
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

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

2016-03-02 Thread Anto Matkovic
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.
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.

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

2016-03-02 Thread Olivier Jeannel
No, no you're not mis-understanding. Probably me doing it wrong
I will try that too, thank you for making that clear :)
All that "thinking" is because I had this project
https://vimeo.com/155960784

It's a bit complicate to describe in words.

To achieve the rotation per primitive  I had to define an axis and center
for each primitive.
The axis problem is solved.
The center position is half solved. I'd like it to be in the middle of the
edge (at the moment it's happening on the point Position)
I know I need to subtract vector P0 - P1 to find the middle position.
But, when I sort the array of Position (with Sort SOP) in Random mode it
can happen that P1 is no more next to P0, but somewhere far away.Causing
the middle of my edge being somewhere inside the polygon.

In vex I don't know how to tell Houdini pick the second index (index 1) in
"that" sorted array.

So I had that idea to try to rebuild it in VOP, using a similar Ice Build
arrayFromSet + Select in Array.

I have no idea if what I'm saying is clear :/


On Wed, Mar 2, 2016 at 5:13 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Maybe I'm misunderstanding but if you already know which point you want an
> attribute value of, then why would you want to store the values for every
> point in an array? That'd be a lot of processing for nothing. No need to
> iterate with a for loop neither. In VOP there's the `Get Attribute VOP`
> node where you can specify a point/primitive/vertex number and retrieve an
> attribute from it.
>
> Cheers!
>
>
> On 2 March 2016 at 22:12, Olivier Jeannel  wrote:
>
>> Thank you so much for your time, explanations and examples Christopher.
>> I'm taking those picture and will reproduce them :)
>>
>> Well, I wanted an array because I need to see if I could be able to
>> retrieve the second element of an array (Ptnum =1 ) using  Get Element (I
>> guess).
>>
>>
>>
>>
>> On Wed, Mar 2, 2016 at 3:55 PM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> Basically, arrays are a convenient structure to pass data around (and to
>>> potentially make your code more readable, which won't apply to VOP). If all
>>> you need is to perform a computation in place and directly use the result
>>> in your VOP graph, then iterating over your points is all it takes—no array
>>> needed.
>>>
>>> I don't know what what you're planning to do with that array of point
>>> positions but I've attached a screenshot with a simple example. It iterates
>>> over all the points, retrieve their position, and outputs the centre of
>>> mass. Note that it's better to run this specific example in “detail” mode
>>> to perform the computation only once, instead of once per point.
>>>
>>>
>>> On 2 March 2016 at 21:32, Olivier Jeannel 
>>> wrote:
>>>
 Yes I saw it, sorry, I thought there was another additionnal method
 with For Loop :
 "Instead, you should be able to just loop over each point with a `For
 Loop VOP` and do your computation directly in there"
 Have I misunderstood ? You're doing a for-loop without building an
 array in the end.

 On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
 christopher.crou...@gmail.com> wrote:

> I did attach a screenshot in my previous email, are you not seeing
> anything? Or are you asking for the H13 for loop?
>
>
> On 2 March 2016 at 21:20, Olivier Jeannel 
> wrote:
>
>> Ah THANK YOU !
>>
>> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
>> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>>
>> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry
>> to ask.
>>
>> It's a shame there's no tutorial or phylosophycal explanations of
>> these basic loops ... It's like if everybody was a natural born coder...
>>
>>
>>
>> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> It seems like they've extended the support for arrays in H14, which
>>> makes it now possible to use them as geometry attributes. In the 
>>> previous
>>> versions I guess that there was no real point (but convenience) in 
>>> creating
>>> arrays in VOP since you couldn't pass them downstream with the geometry
>>> data.
>>>
>>> So if you're on H14+, it seems like you were on the right path? I've
>>> attached a working screenshot that stores every point position in a
>>> “output” vector array attribute.
>>>
>>> If like me you're stuck with H13, you probably don't need to store
>>> your point positions in an array at all. Instead, you should be able to
>>> just loop over each point with a `For Loop VOP` and do your computation
>>> directly in there. Now I've never used VOPs since I prefer writing 
>>> directly
>>> in VEX so I might be wrong :)
>>>
>>> Also don't forget to use point clouds if you're after
>>> di

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

2016-03-02 Thread Christopher Crouzet
Maybe I'm misunderstanding but if you already know which point you want an
attribute value of, then why would you want to store the values for every
point in an array? That'd be a lot of processing for nothing. No need to
iterate with a for loop neither. In VOP there's the `Get Attribute VOP`
node where you can specify a point/primitive/vertex number and retrieve an
attribute from it.

Cheers!


On 2 March 2016 at 22:12, Olivier Jeannel  wrote:

> Thank you so much for your time, explanations and examples Christopher.
> I'm taking those picture and will reproduce them :)
>
> Well, I wanted an array because I need to see if I could be able to
> retrieve the second element of an array (Ptnum =1 ) using  Get Element (I
> guess).
>
>
>
>
> On Wed, Mar 2, 2016 at 3:55 PM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> Basically, arrays are a convenient structure to pass data around (and to
>> potentially make your code more readable, which won't apply to VOP). If all
>> you need is to perform a computation in place and directly use the result
>> in your VOP graph, then iterating over your points is all it takes—no array
>> needed.
>>
>> I don't know what what you're planning to do with that array of point
>> positions but I've attached a screenshot with a simple example. It iterates
>> over all the points, retrieve their position, and outputs the centre of
>> mass. Note that it's better to run this specific example in “detail” mode
>> to perform the computation only once, instead of once per point.
>>
>>
>> On 2 March 2016 at 21:32, Olivier Jeannel  wrote:
>>
>>> Yes I saw it, sorry, I thought there was another additionnal method with
>>> For Loop :
>>> "Instead, you should be able to just loop over each point with a `For
>>> Loop VOP` and do your computation directly in there"
>>> Have I misunderstood ? You're doing a for-loop without building an array
>>> in the end.
>>>
>>> On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
>>> christopher.crou...@gmail.com> wrote:
>>>
 I did attach a screenshot in my previous email, are you not seeing
 anything? Or are you asking for the H13 for loop?


 On 2 March 2016 at 21:20, Olivier Jeannel 
 wrote:

> Ah THANK YOU !
>
> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>
> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry
> to ask.
>
> It's a shame there's no tutorial or phylosophycal explanations of
> these basic loops ... It's like if everybody was a natural born coder...
>
>
>
> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> It seems like they've extended the support for arrays in H14, which
>> makes it now possible to use them as geometry attributes. In the previous
>> versions I guess that there was no real point (but convenience) in 
>> creating
>> arrays in VOP since you couldn't pass them downstream with the geometry
>> data.
>>
>> So if you're on H14+, it seems like you were on the right path? I've
>> attached a working screenshot that stores every point position in a
>> “output” vector array attribute.
>>
>> If like me you're stuck with H13, you probably don't need to store
>> your point positions in an array at all. Instead, you should be able to
>> just loop over each point with a `For Loop VOP` and do your computation
>> directly in there. Now I've never used VOPs since I prefer writing 
>> directly
>> in VEX so I might be wrong :)
>>
>> Also don't forget to use point clouds if you're after
>> distance-related queries.
>>
>>
>> On 2 March 2016 at 19:29, Olivier Jeannel 
>> wrote:
>>
>>> 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.
>>> To unsubscribe, send a mail to
>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Christopher Crouzet
>> *http://christophercrouzet.com* 

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

2016-03-02 Thread Olivier Jeannel
Thank you so much for your time, explanations and examples Christopher.
I'm taking those picture and will reproduce them :)

Well, I wanted an array because I need to see if I could be able to
retrieve the second element of an array (Ptnum =1 ) using  Get Element (I
guess).




On Wed, Mar 2, 2016 at 3:55 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Basically, arrays are a convenient structure to pass data around (and to
> potentially make your code more readable, which won't apply to VOP). If all
> you need is to perform a computation in place and directly use the result
> in your VOP graph, then iterating over your points is all it takes—no array
> needed.
>
> I don't know what what you're planning to do with that array of point
> positions but I've attached a screenshot with a simple example. It iterates
> over all the points, retrieve their position, and outputs the centre of
> mass. Note that it's better to run this specific example in “detail” mode
> to perform the computation only once, instead of once per point.
>
>
> On 2 March 2016 at 21:32, Olivier Jeannel  wrote:
>
>> Yes I saw it, sorry, I thought there was another additionnal method with
>> For Loop :
>> "Instead, you should be able to just loop over each point with a `For
>> Loop VOP` and do your computation directly in there"
>> Have I misunderstood ? You're doing a for-loop without building an array
>> in the end.
>>
>> On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> I did attach a screenshot in my previous email, are you not seeing
>>> anything? Or are you asking for the H13 for loop?
>>>
>>>
>>> On 2 March 2016 at 21:20, Olivier Jeannel 
>>> wrote:
>>>
 Ah THANK YOU !

 I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
 I also use the PrimUV a bit and XYZ+PrimUV for location things.

 I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry
 to ask.

 It's a shame there's no tutorial or phylosophycal explanations of these
 basic loops ... It's like if everybody was a natural born coder...



 On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
 christopher.crou...@gmail.com> wrote:

> It seems like they've extended the support for arrays in H14, which
> makes it now possible to use them as geometry attributes. In the previous
> versions I guess that there was no real point (but convenience) in 
> creating
> arrays in VOP since you couldn't pass them downstream with the geometry
> data.
>
> So if you're on H14+, it seems like you were on the right path? I've
> attached a working screenshot that stores every point position in a
> “output” vector array attribute.
>
> If like me you're stuck with H13, you probably don't need to store
> your point positions in an array at all. Instead, you should be able to
> just loop over each point with a `For Loop VOP` and do your computation
> directly in there. Now I've never used VOPs since I prefer writing 
> directly
> in VEX so I might be wrong :)
>
> Also don't forget to use point clouds if you're after distance-related
> queries.
>
>
> On 2 March 2016 at 19:29, Olivier Jeannel 
> wrote:
>
>> 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.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
>
> --
> Christopher Crouzet
> *http://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
>>> *http://christophercrouzet.com* 
>>>
>>>
>>> --
>>> Softimage Mailing 

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

2016-03-02 Thread Christopher Crouzet
Basically, arrays are a convenient structure to pass data around (and to
potentially make your code more readable, which won't apply to VOP). If all
you need is to perform a computation in place and directly use the result
in your VOP graph, then iterating over your points is all it takes—no array
needed.

I don't know what what you're planning to do with that array of point
positions but I've attached a screenshot with a simple example. It iterates
over all the points, retrieve their position, and outputs the centre of
mass. Note that it's better to run this specific example in “detail” mode
to perform the computation only once, instead of once per point.


On 2 March 2016 at 21:32, Olivier Jeannel  wrote:

> Yes I saw it, sorry, I thought there was another additionnal method with
> For Loop :
> "Instead, you should be able to just loop over each point with a `For
> Loop VOP` and do your computation directly in there"
> Have I misunderstood ? You're doing a for-loop without building an array
> in the end.
>
> On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> I did attach a screenshot in my previous email, are you not seeing
>> anything? Or are you asking for the H13 for loop?
>>
>>
>> On 2 March 2016 at 21:20, Olivier Jeannel  wrote:
>>
>>> Ah THANK YOU !
>>>
>>> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
>>> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>>>
>>> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry to
>>> ask.
>>>
>>> It's a shame there's no tutorial or phylosophycal explanations of these
>>> basic loops ... It's like if everybody was a natural born coder...
>>>
>>>
>>>
>>> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
>>> christopher.crou...@gmail.com> wrote:
>>>
 It seems like they've extended the support for arrays in H14, which
 makes it now possible to use them as geometry attributes. In the previous
 versions I guess that there was no real point (but convenience) in creating
 arrays in VOP since you couldn't pass them downstream with the geometry
 data.

 So if you're on H14+, it seems like you were on the right path? I've
 attached a working screenshot that stores every point position in a
 “output” vector array attribute.

 If like me you're stuck with H13, you probably don't need to store your
 point positions in an array at all. Instead, you should be able to just
 loop over each point with a `For Loop VOP` and do your computation directly
 in there. Now I've never used VOPs since I prefer writing directly in VEX
 so I might be wrong :)

 Also don't forget to use point clouds if you're after distance-related
 queries.


 On 2 March 2016 at 19:29, Olivier Jeannel 
 wrote:

> 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.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



 --
 Christopher Crouzet
 *http://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
>> *http://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
*http://christophercrouzet.com* 
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in th

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

2016-03-02 Thread Olivier Jeannel
Yes I saw it, sorry, I thought there was another additionnal method with
For Loop :
"Instead, you should be able to just loop over each point with a `For Loop
VOP` and do your computation directly in there"
Have I misunderstood ? You're doing a for-loop without building an array in
the end.

On Wed, Mar 2, 2016 at 3:26 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> I did attach a screenshot in my previous email, are you not seeing
> anything? Or are you asking for the H13 for loop?
>
>
> On 2 March 2016 at 21:20, Olivier Jeannel  wrote:
>
>> Ah THANK YOU !
>>
>> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
>> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>>
>> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry to
>> ask.
>>
>> It's a shame there's no tutorial or phylosophycal explanations of these
>> basic loops ... It's like if everybody was a natural born coder...
>>
>>
>>
>> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
>> christopher.crou...@gmail.com> wrote:
>>
>>> It seems like they've extended the support for arrays in H14, which
>>> makes it now possible to use them as geometry attributes. In the previous
>>> versions I guess that there was no real point (but convenience) in creating
>>> arrays in VOP since you couldn't pass them downstream with the geometry
>>> data.
>>>
>>> So if you're on H14+, it seems like you were on the right path? I've
>>> attached a working screenshot that stores every point position in a
>>> “output” vector array attribute.
>>>
>>> If like me you're stuck with H13, you probably don't need to store your
>>> point positions in an array at all. Instead, you should be able to just
>>> loop over each point with a `For Loop VOP` and do your computation directly
>>> in there. Now I've never used VOPs since I prefer writing directly in VEX
>>> so I might be wrong :)
>>>
>>> Also don't forget to use point clouds if you're after distance-related
>>> queries.
>>>
>>>
>>> On 2 March 2016 at 19:29, Olivier Jeannel 
>>> wrote:
>>>
 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.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>>
>>> --
>>> Christopher Crouzet
>>> *http://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
> *http://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.

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

2016-03-02 Thread Christopher Crouzet
I did attach a screenshot in my previous email, are you not seeing
anything? Or are you asking for the H13 for loop?


On 2 March 2016 at 21:20, Olivier Jeannel  wrote:

> Ah THANK YOU !
>
> I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
> I also use the PrimUV a bit and XYZ+PrimUV for location things.
>
> I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry to
> ask.
>
> It's a shame there's no tutorial or phylosophycal explanations of these
> basic loops ... It's like if everybody was a natural born coder...
>
>
>
> On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
>> It seems like they've extended the support for arrays in H14, which makes
>> it now possible to use them as geometry attributes. In the previous
>> versions I guess that there was no real point (but convenience) in creating
>> arrays in VOP since you couldn't pass them downstream with the geometry
>> data.
>>
>> So if you're on H14+, it seems like you were on the right path? I've
>> attached a working screenshot that stores every point position in a
>> “output” vector array attribute.
>>
>> If like me you're stuck with H13, you probably don't need to store your
>> point positions in an array at all. Instead, you should be able to just
>> loop over each point with a `For Loop VOP` and do your computation directly
>> in there. Now I've never used VOPs since I prefer writing directly in VEX
>> so I might be wrong :)
>>
>> Also don't forget to use point clouds if you're after distance-related
>> queries.
>>
>>
>> On 2 March 2016 at 19:29, Olivier Jeannel  wrote:
>>
>>> 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.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Christopher Crouzet
>> *http://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
*http://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.

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

2016-03-02 Thread Christopher Crouzet
It seems like they've extended the support for arrays in H14, which makes
it now possible to use them as geometry attributes. In the previous
versions I guess that there was no real point (but convenience) in creating
arrays in VOP since you couldn't pass them downstream with the geometry
data.

So if you're on H14+, it seems like you were on the right path? I've
attached a working screenshot that stores every point position in a
“output” vector array attribute.

If like me you're stuck with H13, you probably don't need to store your
point positions in an array at all. Instead, you should be able to just
loop over each point with a `For Loop VOP` and do your computation directly
in there. Now I've never used VOPs since I prefer writing directly in VEX
so I might be wrong :)

Also don't forget to use point clouds if you're after distance-related
queries.


On 2 March 2016 at 19:29, Olivier Jeannel  wrote:

> 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.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
Christopher Crouzet
*http://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.

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

2016-03-02 Thread Olivier Jeannel
Ah THANK YOU !

I'm "aware" of the PCOpen+PcFilter to gather infos based on distance.
I also use the PrimUV a bit and XYZ+PrimUV for location things.

I'd be curious on the For Loop Vop, if you have any pictures :/ Sorry to
ask.

It's a shame there's no tutorial or phylosophycal explanations of these
basic loops ... It's like if everybody was a natural born coder...



On Wed, Mar 2, 2016 at 3:13 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> It seems like they've extended the support for arrays in H14, which makes
> it now possible to use them as geometry attributes. In the previous
> versions I guess that there was no real point (but convenience) in creating
> arrays in VOP since you couldn't pass them downstream with the geometry
> data.
>
> So if you're on H14+, it seems like you were on the right path? I've
> attached a working screenshot that stores every point position in a
> “output” vector array attribute.
>
> If like me you're stuck with H13, you probably don't need to store your
> point positions in an array at all. Instead, you should be able to just
> loop over each point with a `For Loop VOP` and do your computation directly
> in there. Now I've never used VOPs since I prefer writing directly in VEX
> so I might be wrong :)
>
> Also don't forget to use point clouds if you're after distance-related
> queries.
>
>
> On 2 March 2016 at 19:29, Olivier Jeannel  wrote:
>
>> 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.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Christopher Crouzet
> *http://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.

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

2016-03-02 Thread Olivier Jeannel
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.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.