Goddamnit @mattiasmalmer I’m going to pester you every single day until you make a GitHub
Category: hou-cops
Archived post by mattiasmalmer
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
Archived post by mattiasmalmer
…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
Archived post by mattiasmalmer
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
Archived post by mattiasmalmer
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
[hou-cops] Archived post by sniperjake945
picking between the best oriented bbox and the best fit polynomial of degree 2
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243011/13/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243011/13/24/best_line_best_curve_fight.hip
[hou-cops] Archived post by mattiasmalmer
A quick OpenCL implementation of ENDESGA:s 4D ShardNoise.
I also tossed in a nice trick for making any 4D noise into a perfect tilable texture by embedding a 4D torus.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242011/09/24/ShardNoise4D_OpenCL.hipnc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242011/09/24/image.png
[hou-cops] Archived post by mattiasmalmer
so anyways. i got that normalmap to depthmap using DFT to work in Nuke too if anyone is interested:
here is the Nuke implementation. (it is a group gizmo so you do not have to worry about using it as it becomes actual nodes in your scene.)
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243610/23/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243610/23/24/Normal2Depth.gizmo
[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 profbetis
feel free to mess around with it
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241910/11/24/cubic_noise_v002.hiplc