shoukd be here
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shoukd be here
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241011/25/24/image.png
I stashed the low version of Disney cloud (I use the full one for the test -> solaris), and the grid too so you see at least something in Hou. I don’t know much about properly link karma render to copernic so yeah I just saved the 2 render files. Don’t judge the opencl code, it’s build with chatgpt. Beside you can probably render the effect directly in cop, but again no clue how import a point position, so I solve it in vex. Feel free to correct my crap :O)
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244011/23/24/SH_Setup.7z
Goddamnit @mattiasmalmer I’m going to pester you every single day until you make a GitHub
Here is the reaction diffusion stuff. I have not done any housecleaning whatsoever in this file so it is just a bunch of unrelated crap in COPS. you might like what you find.
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245811/22/24/OpenCL_CUSTOM_RASTERIZER_reaction_diffusion.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245811/22/24/image.png
This made it all worth it
…and so I wrote my own geo rasterizer to be able to bridge texture seams by generating a lookup UV map. Really pain in the assy stuff. But now I can generate the rain streaks without any visible texture seams at all. So that’s a significant win!
I will use this kind of rasterizer a lot.
you basically generate a adjacency uv map like this.
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240211/21/24/rainstreaks_OpenCL_CUSTOM_RASTIRIZER.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240211/21/24/houdini_ru10M0hstQ.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240211/21/24/houdini_mvhYIffZsV.mp4
I had a hunch Rob Pieke might have clues, I asked him, he very nicely responded
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245311/21/24/explodegraph.hda
`HOUDINI_USE_OLD_INFO_WINDOW = 1`
Agreed about the design issues
any tricks to choose which cameras to hide from here ?
of course the info is clear as hell on the docs and I can’t read for some reason 🤦♂️ `To prevent cameras from appearing in the viewport menu, add a spare parameter named viewmenu to the camera you want to hide and change the value to 0`
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244411/19/24/image.png
In an effort to understand openCL todays plaything is a rainstreak solver.
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240111/19/24/houdini_qFdcQjGFDE.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240111/19/24/rainstreaks_OpenCL.hiplc