doit! im sure both ways are valid
updated the code to fade the stamps in Z so that things get a bit smoother. github.com/3Dmattias/Houdini_Escapades/blob/031f1e21ced9addc18719eead7424873526be36c/hip/texturebombing_openCL.hiplc
doit! im sure both ways are valid
updated the code to fade the stamps in Z so that things get a bit smoother. github.com/3Dmattias/Houdini_Escapades/blob/031f1e21ced9addc18719eead7424873526be36c/hip/texturebombing_openCL.hiplc
worldspace P
this is the current state of the texture bomber. needs some love.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242612/01/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242612/01/24/texturebombing_openCL.hiplc
this setup has a lot of potential for fun.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243411/30/24/COPS_FLUID_framesolver.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243411/30/24/image.png
Made us a very basic COPS 2D fluid solver. For funsies i made it uv island aware so it can flow over the 3d thing.
github.com/3Dmattias/Houdini_Escapades/blob/56b96a34d856d56c8d344e2cba7e24c18290222e/hip/COPS_FLUID.hiplc
related question. when i make an invoke block in cops is there a way to do that more like an actual solver so that i only have to update one iteration per frame (instead of running all previous framse up to the frame Im on)
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241811/28/24/image.png
you can and it does work
i also forgot the syntax
hold on
`op:/path/to/text{outputname or outputindex}`
@jim.meston @magnusim @selimsubasi
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240511/28/24/IMG_4226.png
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.
Attachments in this post:
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
…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.
Attachments in this post:
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
In an effort to understand openCL todays plaything is a rainstreak solver.
Attachments in this post:
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
Found a neat shadertoy of the Droste effect. Made a quick OpenCL version for us COP:s
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244011/17/24/houdini_Qk7pnra0jX.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244011/17/24/Droste.hipnc