[Sidefx-houdini-list] vops and point clouds

Louis Dunlevy louisdunlevy at gmail.com
Fri Aug 14 06:34:15 EDT 2009


Usually in a pciterate loop you have to roll your own soft falloff to
the edge of the sample radius. If you have a look at the VEX help on
pcfilter it explains it very well with a nice example!

Hope that helps?
L

Olex P wrote:
> First step is to think about rules for layering. For instance if layering
> based on the height of the circle's center (it can be Y component of
> coordinate) and you want to render higher circles on top of lower ones you
> can create "max" filter (precisely max(y)) and use attributes from highest
> circle.
>
> Hope it makes sense.
>
> On Fri, Aug 14, 2009 at 10:48 AM, Nicholas Pliatsikas <nick_p102 at hotmail.com
>   
>> wrote:
>>     
>
>   
>> Hey Peoples
>>
>> Im currently working on an image bombing point cloud shader and hit a
>> problem i dont quite understand how to solve.
>>
>> Im trying to grab individual points information using pcOpen and a while
>> loop with a pciterate vop. By scanning for more then 1 point I can gather
>> all information i need to add the point data together, which is good for
>> other uses.
>>
>> My problem is this part of the shader requires the ability to layer point
>> information ontop of each other. For example using the composite vop node,
>> and layering A on over B. i.e the current point data over the current total
>> point data . Essentially creating circles layered over circles.
>>
>> I found using the pcOpen/pciterate method doesnt layer as I expect, and I
>> end up with circles "intersecting" rather then layering cleanly. Anybody any
>> ideas on why this is happening and if it is possible to solve?
>>
>> Cheers
>> Nick
>>
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