[Sidefx-houdini-list] calculating du dv in sops

Andrew D Lyons tstexture at gmail.com
Wed Nov 21 14:46:11 EST 2007


The first thanks was for the primduv reminder.

This one is for that awesome vex code. What a wildly useful sop!!

Why isn't it in the standard distribution?

Cheers



On 21/11/2007, Andrew D Lyons <tstexture at gmail.com> wrote:
> Thanks!
>
>
> On 21/11/2007, Andy Walker <andy.walker at framestore-cfc.com> wrote:
> > There's a primduv expression, does that do what you want? e.g:
> >
> > -primduv("../texture1",$PR,"P",0,$MAPU+ch("du_off"),$MAPV,1,0)
> >
> > Cheers,
> >
> > Andy
> >
> > Rangi Sutton wrote:
> > > Andrew D Lyons wrote:
> > >
> > >> Hi,
> > >>
> > >> Has anyone got a trick for calculating du dv at sop level?
> > >>
> > >> We have a surface with good uv's and we want to derive point vectors
> > >> that orient along u and v.
> > >>
> > >>
> > > Hey Andrew,
> > >
> > > I've setup a system where we baked out P to maps, then used cops to
> > > calculate the surface derivatives. Should also work with uvs. There's a
> > > derivative vop that wraps up easily into a cop node.
> > >
> > > Someone might have a better idea that doesn't involve baking though...
> > > I'd be keen to hear it!
> > >
> > > Cheers,
> > > r.
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>
>
> --
> =======================================
> Andrew D Lyons | Digital Artist | http://www.tstex.com
> =======================================
>


-- 
=======================================
Andrew D Lyons | Digital Artist | http://www.tstex.com
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