this page is still pretty wip but i added more info about atomics if it helps (based on my current understanding of them) it might be worth reading the “how opencl runs” section first github.com/MysteryPancake/Houdini-OpenCL?tab=readme-ov-file#atomic-operations
Category: hou-cops
Archived post by mattiasmalmer
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254912/02/25/raster_particles.hiplc
Archived post by vanity_ibex
hip + some snail footage
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255511/29/25/COPs_Block_Matching_03.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255511/29/25/block_matching.zip
Archived post by vanity_ibex
hip + some snail footage
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255511/29/25/COPs_Block_Matching_03.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255511/29/25/block_matching.zip
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 alexx2001
16K map is 512MB per 32-bit channel; that’s 2GB for a single precision RGBA ‘buffer’ 8K map is 256MB per 32-bit channel; 1GB for a single precision RGBA ‘buffer’
Currently, all cop nodes cooks all of their outputs, just fyi
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
Archived post by alexx2001
here’s the .hip file of the title cards for each new ‘chapter’ I used in my equinox presentation 🙂
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254710/10/25/mmaammaaaaaaoooeeeoooo.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254710/10/25/somecooltext.hip
Archived post by alexx2001
maybe. here’s the .hip for the self regenerating patterns, some other small experiments in there too
if it still dont work lmk
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255910/09/25/somerdfun.hip