Sorry, I can't really help as there are no `primpoints` function nor array
attributes in H13, so I can't try any of that. That being said you are
using @ptnum instead of @primnum.


On 27 April 2017 at 16:21, Olivier Jeannel <facialdel...@gmail.com> wrote:

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