[Sidefx-houdini-list] Create attribute (primuv, primnum) similar to scatter sop does?

Dominik Kirouac dk at shedmtl.com
Thu Feb 13 09:22:00 EST 2014


Thanks for the help Mike and Nikita!

Really like this new xyzdist node :) I will also use it wherever I can.


*Dominik Kirouac // SHED **
*FX Artist
1410, RUE STANLEY, 11E Étage MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://www.shedmtl.com/>



Le 12/02/2014 4:02 PM, Michael Dunkley a écrit :
> In my experience, yes - considerably faster and more exact.  Lattices
> always involves averaging between multiple points, but barycentric lookups
> are just that - lookups - no interpolation beyond the specific polygon the
> point is stuck to.  Last I was on a bird feathering project where we
> switched the rig from a point lattice to barycentric uv lookups - the
> feathers stopped floating off the skin and the whole thing was at least 10
> times faster. i pretty much use that type of setup wherever i can.
>
> m
>
>
> On Wed, Feb 12, 2014 at 3:54 PM, Dominik Kirouac <dk at shedmtl.com> wrote:
>
>> Thanks Mike,
>>
>> xyzdist is exactly what I was searching, it should be more precise than a
>> lattice using point method?
>>
>>
>>
>>
>> *Dominik Kirouac // SHED **
>> *FX Artist
>> 1410, RUE STANLEY, 11E Étage MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://www.shedmtl.com/>
>>
>>
>> Le 12/02/2014 3:15 PM, Michael Dunkley a écrit :
>>
>>   Hey Dominik, the easiest way I know of is the "xyzdist" VOP / Vex
>>> function.
>>>    It'll find the closest position on a geometry to your point and give
>>> back
>>> the barycentric coordinates.  "intersect", the VOPS version of ray, should
>>> also work, so long as you know the vector you're projecting along.
>>>
>>> Best,
>>> Mike
>>>
>>>
>>> On Wed, Feb 12, 2014 at 3:03 PM, Dominik Kirouac <dk at shedmtl.com> wrote:
>>>
>>>   Hey all,
>>>> Here is the problem, we have curves (hairguides) import from another
>>>> software(xsi) with alembic. We create a group of points with the root of
>>>> each hair and we are trying to make this group stick to the deforming
>>>> geometry.
>>>>
>>>> I want to replicated one of the behavior of the scatter sop(create primuv
>>>> attribute on points and primnum).
>>>>
>>>> Is there a way we can get these informations from the closest geometry
>>>> using a ray sop or expressions ?
>>>>
>>>> Thanks
>>>>
>>>>
>>>> *Dominik Kirouac // SHED **
>>>> *FX Artist
>>>> 1410, RUE STANLEY, 11E Étage MONTRÉAL (QUÉBEC) H3A 1P8
>>>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://www.shedmtl.com/>
>>>>
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