Funnily enough it all get’s a bit ‘pop will eat itself’ in that a VEX Wrangle 
is in fact a digital asset and in that digital asset is a VOP and in the VOP is 
a VEX snippet node and that generates that actual VEX code!

As they used to say in one of my favourite 80’s US comedies ‘Soap’ - “Confused, 
you will be!”.  :)


> On 27 Apr 2017, at 07:03, Christopher Crouzet <christopher.crou...@gmail.com> 
> wrote:
> 
> Technically, VOP is just a wrapper around VEX, so you could say that you're 
> kinda using VEX... indirectly! :P
> 
> @Steven I actually didn't reply to your question at all. I don't know how I 
> manage to misread emails that well but I'm pretty good at it! Anyways, the 
> function `pcfind` returns point numbers, so then you can just loop over them 
> and use the usual methods, such as for example `point 
> <http://www.sidefx.com/docs/houdini/vex/functions/point>` to retrieve other 
> attributes.
> 
> 
> On 27 April 2017 at 12:33, Olivier Jeannel <facialdel...@gmail.com 
> <mailto:facialdel...@gmail.com>> wrote:
> Still in the VOP band wagon here :/
> 
> 2017-04-27 7:22 GMT+02:00 Christopher Crouzet <christopher.crou...@gmail.com 
> <mailto:christopher.crou...@gmail.com>>:
> The `Unified Noise VOP`, which is a fairly useful node that outputs all the 
> noise values in the [0, 1] range, takes pretty much all of its logic from the 
> `pyro_noise.h` include file. Which means that you can easily have access to 
> the same functionalities in VEX, like so:
> 
> #include <pyro_noise.h>
> v@perlin = vnwrap_perlin3(v@P, 0, 0);
> f@pflow = fnwrap_pflow1(v@P, {1, 2, 3}, 0);
> 
> 
> The naming convention of these wrappers is detailed in the file. And in newer 
> versions of Houdini than my H13, they have added a `unified_noise` function 
> that makes it even easier to use.
> 
> Also, it's interesting to see how they managed to unify the noise values in 
> `pyro_noise.h`: they basically ran a lot of samples and picked the min/max 
> values of each noise to approximate their range. Statistics for the win! :)
> 
> 
> @Steven To answer your initial question, you can use `pcimport(my_pc_handle, 
> "point.number", my_ptnum_var);` to retrieve the point number.
> 
> The function `pcfilter` is handy only if you exactly want the behaviour as 
> they documented it. If for example you'd like to use a slightly different 
> weighting formula (based not only on distance but also on mass, for example), 
> then you'd have to write your own.
> 
> 
> On 27 April 2017 at 11:27, Andy Goehler <lists.andy.goeh...@gmail.com 
> <mailto:lists.andy.goeh...@gmail.com>> wrote:
> Hi Steven,
> 
> same as Andy (Nicholas) here, VOPs mostly for Noise stuff, Wrangles for 
> anything else.
> 
> Cheers and have fun.
> Andy
> 
>> On Apr 27, 2017, at 12:47 AM, Steven Caron <car...@gmail.com 
>> <mailto:car...@gmail.com>> wrote:
>> 
>> Just to understand how the power users are using this. Are you using wrangle 
>> nodes with vex snippets 100% of the time or are you using the VOP sub graph 
>> for somethings?
> 
> 
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> 
> -- 
> Christopher Crouzet
> https://christophercrouzet.com <https://christophercrouzet.com/>
> 
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