Archived post by lwwwwwws

i def think there’s potential for that typa shit e.g. these 6 million particles simulating and rendering at 60fps <:tide_pod:415308365942620161> with a fat glow on top even

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255811/25/25/Ls_Cop3GPUparticles_v01.smal.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255811/25/25/Ls_Cop3GPUparticles_v01.hipnc

Archived post by mattiasmalmer

here is a simple implementation of adjacency aware blur running over texture seams.

“` #bind layer src? val=0 #bind layer &tmp val=0 #bind layer adjacency? val=0 #bind layer &blur
@KERNEL { if (@Iteration==0) { @tmp.set(@src); } else { float4 sum=(float4)(0); for (int i=-@pixels; i<=@pixels;i++) { float2 uv= (@adjacency.bufferIndex((int2)(@ix+i,@iy)).xy); float4 px= (@blur.bufferSample(uv*(float2)(@xres,@yres)-(float2)(0.5f,0.5f))); sum+=px; } sum/=@pixels+@pixels+1;
@tmp.set(sum); } }
@WRITEBACK {
float4 sum=(float4)(0); for (int i=-@pixels; i<=@pixels;i++) { float2 uv= (@adjacency.bufferIndex((int2)(@ix,@iy+i)).xy); float4 px= (@tmp.bufferSample(uv*(float2)(@xres,@yres)-(float2)(0.5f,0.5f))); sum+=px; } sum/=@pixels+@pixels+1;
@blur.set(sum); } “`
bind “pixels” as int in the bindings tab. src and adjacency as inputs blur and tmp as outputs. enable writeback and include iterations.

you need the adjacency rasterizer i made a while back for the adjacency input…

now this is a pretty dogshit blur implementation mostly as proof of concept but it does blur the image so there’s that.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253311/07/25/houdini_XnfFGtckSi.mp4

Archived post by lwwwwwws

tidying up my desktop and remembered i had a go at smooth 3d colour correction a la discord.com/channels/270023348623376395/351975494947962882/1420903144707325953 didn’t take it too seriously because similarly to the “look at this RGB cube!!” tools in flame and that primatte thing that shows you the key in 3D it doesn’t actually work that well, combining multiple regular keys is really the way for surgical edits… maybe interesting for more gentle grading like the colour mesh tools baselight and resolve now have tho

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251510/31/25/Ls_ColourBooper_v01.8mb.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251510/31/25/Ls_ColourBooper_v01.hipnc