BabaJ

BabaJ

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H18 vex array problem March 24, 2020, 10:13 a.m.

Not sure what your talking about/mean.

Your screen shot version:

int vec[]={0,1,2,3};
printf("%g,vec[-1]);

works as expected in any version of Houdini including H18.(It does for me)

However, your initial typed version:

int ve = {2,1};
i@a=ve;

Does not work in any version of Houdini - Here your trying to set an int with an int array.

VEXpression presets March 21, 2020, 4:05 p.m.

Just throwing darts here because I really haven't read through this to understand if this somehow could be ‘twealed’ to work for your purposes. So sorry if this wastes your time:

https://www.sidefx.com/docs/houdini/ref/plugins.html [www.sidefx.com]

arnold or redshift? h18 March 21, 2020, 2:03 p.m.

again a poor comparison. a digital signal gets translated into an analog waveform. would you say a standard image looks different when opened in photoshop, imageviewer or another painter?

I think your missing the point of what others are trying to convey to you because even digital signals translated to other digital signals, let alone analog output does change.

Same *.mp4 or *.avi files look different whether viewed in my Switch, VLC, Win Media Player or Itunes.

And don't say, yeah well maybe it's just different codecs being employed and different default resolutions.

Because that's the point - just because all renderers may be using the same underlying math, that doesn't mean they are all using the same written code to convert that math into into something that can be utilized.

Same math does not mean same code - nor does it mean same end results.

In this case the math is analogue, the code is digital. At some point (as one example), decisions have to be made on how and where to handle potentional floating point erros; when writting the code for those math rendering principles you are referring too. It's not all going to be done in the same way, nor get the same results.