[hou-cops] Archived post by mattiasmalmer

aight bois! i talked to TinyTexel on shadertoy and he showed me his really cool implementation of Normal2Depth using fourier space filter inversion: www.shadertoy.com/view/XcjXDc I spent a bit of time wrapping my smooth brain around the code and managed to cobble together the same thing in COP:s using OpenCL:
it is very very fast.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240410/17/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240410/17/24/fftNormal2Depth.hiplc

[hou-cops] Archived post by mattiasmalmer

Here is an alternative for dealing with displacement from normals or “slant lit” images:

i cant remember where i got the opencl code from. it was made a while back. maybe i wrote it? Maybe entagma? or i might have stolen it from someone here?

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241610/08/24/disp_from_normal.zip
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241610/08/24/houdini_LCDRX96IQ1.mp4

[hou-cops] Archived post by lwwwwwws

had another thought about glow stuff… cops comes with a prefix sum node which makes what graphics people call “summed area tables” that let you look up box filters of any size pretty much instantly, so you can add up tons of them and get something p smooth <:cat_zuul:354000291768696834> even 100 layers stays pretty fast

i love it when you make a glow that’s realistic enough you start squinting because it feels like looking through dirty glass

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245307/26/24/Ls_Cop3PrefixsumGlow.hipnc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245307/26/24/Screenshot_from_2024-07-25_22-23-15.png

[hou-cops] Archived post by fabriciochamon

finally got some proper time to test copernicus, loving it so far. did this custom flakes setup

(needs to relink hdri)

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245707/18/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245707/18/24/flakes_maps.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245707/18/24/cop_flakes.hiplc

[hou-cops] Archived post by lwwwwwws

this goes at about 15fps for 16 million particles which isn’t too bad for a shit 2070 eGPU… cool to be able to do some of this and more shadertoy/touchdesigner type stuff in houdini finally <:tide_pod:415308365942620161> although idk if it’s worth building a whole toolset around since it seems like sidefx have all the pieces ready to make a proper context for GPU POPs or GPU raymarched volumes

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245307/11/24/Ls_AtomicAdd2c.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245307/11/24/Ls_Cop3AtomicAdd.hipnc