I'm having a problem using the vex version of pcopen to only queue up points with their normal within a set cone radius around my search point normal. I'm certain I've used this before but I can't get it to work. I've even copied the example code straight out of the docs and it doesn't work either :
int handle = pcopen("test.pc", "P", P, "N", N, 1e6, 100, "ndot", 0.8);
I did edit "test.pc" to be an op input and I edited P and N to be @P and @N . The fact that it's using a string though makes me think maybe it's shader only but it works in a VOP. Confusing...
pcopen - dot product not working
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- j00ey
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- animatrix_
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Hi,
It's working here:

It's working here:

float angle = ch("angle"); vector p = point ( 1, "P", 0 ); vector n = point ( 1, "N", 0 ); @angle = dot ( @N, n ); int pt = -1; int handle = pcopen ( @OpInput2, "P", @P, "N", @N, 1, 1, "ndot", angle ); while ( pciterate ( handle ) ) { pcimport ( handle, "point.number", pt ); if ( pt != -1 ) i@group_pts = 1; }
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

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Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | animatrix2k7.gumroad.com
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- j00ey
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