+100
It would be great to have access to this data. The ability to build my own
locations would be useful sometimes :)
It's a shame we haven't seen any development in that area :(


On Wed, Jun 12, 2013 at 1:37 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> locators are more or less that, barycentric coordinates coupled with a
> facet index kinda thing.
> Why they are not exposed atomically isn't 100% clear. It might be some
> eval issues with those atoms if they were to be exposed, just lack of
> foresight in the implementation somewhere back then, simply something
> missing that might one day come, or they might look up additional data of
> sorts (accelstruct?) and can't be decoupled from that.
>
> Regardless, they can't be cracked open that I know of, not to read from
> them more granular-ly, nor to write directly into or over one.
>
>
> On Wed, Jun 12, 2013 at 1:46 PM, Vincent Fortin <vfor...@gmail.com> wrote:
>
>> Figured I'd start a new thread. This has been arousing my curiosity for a
>> while and I need your wisdom :-)
>>
>> In Houdini I build locations by providing a polygon index and what is
>> called a "uv parametric location". The term uv is misleading here. All it
>> is, is a coordinate on each polygon plane.
>>
>> Softimage's sdk calls it "subtriangle barycentric weights". So along with
>> the polygon index and the vertex indices I managed to build my location in
>> python. I didn't test this thoroughly but I seem to be getting an
>> equivalent to what I'm used to in Houdini.
>>
>> With regard to recreate this in ICE:
>> 1) Do we have access to the necessary data? (that is, polygon index,
>> subtriangle indices and the normalized weights on the triangle?)
>> 2) How would we go about assembling it?
>>
>> I understand this all sounds a bit abstract. Like everyone I use
>> locations a lot in ICE, they're amazing and manipulating them is easy.
>> Maybe there is no need for exposing lower-level functionalities.
>> I'm merely experimenting here to see how far I can push them. An example
>> would be to access those barycentric coordinates and, say, slide a particle
>> on a polygon without having to resort to the Get Closest Location node.
>>
>> Thoughts?
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>



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