I think remembering that I also had the same thought back when I started using Houdini but then it probably just sinked in... the logic in Houdini is strong! :)
On 27 April 2017 at 14:53, Jonathan Moore <jonathan.moo...@gmail.com> wrote: > > > No complaints from me Christopher. It just spun my head a little the first > time I found out. Although now it makes complete sense even if it is all a > little 'like a circle in a circle, like a wheel within a wheel’. ;) > > > > On 27 Apr 2017, at 08:27, Christopher Crouzet < > christopher.crou...@gmail.com> wrote: > > @Olivier: Not all VEX functions have been ported to VOP nodes, so maybe > `primpoints` is one of these? Use a wrangle! ;) > > @Jonathan: I guess the rationale is that there was no need write a brand > new node only to repeat the same features already available elsewhere? > Seems fair enough to me and it also follows Houdini's philosophy of putting > together a few building blocks together to provide higher-level nodes. > > > On 27 April 2017 at 13:54, Jonathan Moore <jonathan.moo...@gmail.com> > wrote: > >> >> 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> >> wrote: >> >>> Still in the VOP band wagon here :/ >>> >>> 2017-04-27 7:22 GMT+02:00 Christopher Crouzet < >>> 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> >>>> 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> 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? >>>>> >>>>> >>>>> >>>>> ------ >>>>> 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 >>>> *https://christophercrouzet.com* <https://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 >> *https://christophercrouzet.com* <https://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 > *https://christophercrouzet.com* <https://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 *https://christophercrouzet.com* <https://christophercrouzet.com>
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