Thank's Christopher, I'm just realizing that now :/
i[]@toto  = primpoints(0, @ptnum);
Won't work in a VOP Snippet, but I can bind the array in VOP later.

crazy, it's one of the most used function...

2017-04-27 10:06 GMT+02:00 Christopher Crouzet <
christopher.crou...@gmail.com>:

> 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?
>>>>>>
>>>>>>
>>>>>>
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>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Christopher Crouzet
>>>>> *https://christophercrouzet.com* <https://christophercrouzet.com/>
>>>>>
>>>>>
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>>>
>>>
>>>
>>> --
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>>> *https://christophercrouzet.com* <https://christophercrouzet.com/>
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>>
>>
>>
>> --
>> Christopher Crouzet
>> *https://christophercrouzet.com* <https://christophercrouzet.com/>
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>
>
>
> --
> Christopher Crouzet
> *https://christophercrouzet.com* <https://christophercrouzet.com>
>
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