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PC Distance to Point

Notes :-  

Use the pcfarthest vop to get a float value of the distance to the point

scene file :- sop_pc_distance_to_closest_point.hip

PC Occlusion

Notes :-  

Write a point cloud containing occlusion information. Then read back in the occlusion information

otls required:- rse_pcwrite_v001.otl

otls required:- rse_rflOccVop_v001.otl

scene file :- rse_pc_occl_inshader.hip

PC Aim normal to closest point

Notes :-  

Scatter some points on a grid. Make a Point cloud out of the grid.  For the point cloud texture file use op:/obj/grid/PC1 . As You can look up information on points realtime. Unlike shaders which need the point cloud written to disk.

scene file :- sop_pc_distance_to_closest_point.hip

Point Cloud terms

Notes :- 

Channel =  the data on the point coming in from the point cloud.

Handle = lets you access the data inside the point cloud

The while construct consists of a block of code and a condition. The condition is evaluated, and if the condition is true, the code within the block is executed. This repeats until the condition becomes false. Because while loop checks the condition before the block is executed, the control structure is often also known as a pre-test loop.

The for loop is often distinguished by an explicit loop counter or loop variable. This allows the body of the for loop (the code that is being repeatedly executed) to know about the sequencing of each iteration. For loops are also typically used when the number of iterations is known before entering the loop. For loops are the shorthand way to make loops when the number of iterations is known, as a for loop can be written as a while loop.

An if block needs to be used inside the while loop to ensure that the pcimport() is not called when pciterate() fails.