Archived post by reinholdr

“`c float radius = chf(“radius”);
float dia = volumevoxeldiameter(0, “height”) / sqrt(3);
int voxel_rad = ceil(radius / dia);
float height_max = f@height;
for(int i = i@ix-voxel_rad; i <= i@ix+voxel_rad; i++) {     for(int j = i@iy-voxel_rad; j <= i@iy+voxel_rad; j++)     {         if(length2(set(i-i@ix, j-i@iy)) < voxel_rad*voxel_rad)         {             float height = volumeindex(0, "height", set(i, j, 0));             height_max = max(height, height_max);         }     } } f@height = height_max; “`

Archived post by mestela

someone shared this in the cgwiki discord, an incredible collection of hips and stuff: https://twitter.com/WhiteDo27114277/status/1726265090117406728

the google doc that explains all the setups is wild, i think half the tricky questions that have been posted here, or interesting papers i’ve seen and thought ‘a houdini implementation would be sexy’, he’s done them all: docs.google.com/document/d/1HBQ6CwiDX0MbK7-nBrLU8hF8H08uPbewZF1z8ybdRw0/edit

Archived post by nwxo

ok friends i have ported this to ocl, one last step is missing, someone smarter than me needs to solve this…

only updating normals within Ocl is missing, then we could run it on the gpu without the sop loop but with the iterations on the ocl node..

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234012/07/23/intersectionPeak_v9_ocl.hipnc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234012/07/23/c93002ec7958c654252d3a8743583938.mp4