Archived post by mattiasmalmer

it is a bit of a hack to say the least. i grab the normal, tangent and bitangent. make a matrix and transform the raydir into it. use the X and Y coords of that to offset the uvs based on the height in a bitmap. (i do a little loop to incremetally do this but thats just for quality.)

here is the Parallax mapping hipfile. could be fun for decals and such.

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251109/25/25/parallax.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251109/25/25/image.png

Archived post by petersanitra

@Jonesy But you don`t need to create any VDBs.., you can use same geo(usd primitive), duplicate it and set as uniform volume for rendering(render geometry settings LOP), or use Karma fog(you can unlock it and to understand how it’s done, with custom mesh).

@drewzeefx @Jonesy Uniform volume setup with geo, that is not really uniform, because it does have proper shader with anisotropy and multiple bounces, that checkbox is a bit deceiving…

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253209/02/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253209/02/25/not_so_uniform_volume.hip

Archived post by lewis.taylor.

enabling spot light for area lights just means you now have a scalable spot

Vs an infinitely small point emitting light

the best way to get proper glass fractures is to do the following. * make an attribute on the internal faces of the cracks, use it as emission in your shader, this simulates caustics * make an attribute that falls off from the crack center, and use this to drive refraction roughness, this simulates micro fractures
This is the approach we developed on John Wick, with all the shattering glass stuff

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255807/10/25/image.png

Archived post by lewis.taylor.

enabling spot light for area lights just means you now have a scalable spot

Vs an infinitely small point emitting light

the best way to get proper glass fractures is to do the following. * make an attribute on the internal faces of the cracks, use it as emission in your shader, this simulates caustics * make an attribute that falls off from the crack center, and use this to drive refraction roughness, this simulates micro fractures
This is the approach we developed on John Wick, with all the shattering glass stuff

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251107/10/25/image.png

Archived post by lewis.taylor.

NPR – RENDERING graphics.cs.cmu.edu/courses/15-466-f18/notes/npr.html www3.cs.stonybrook.edu/~qin/courses/graphics/graphics-non-photorealistic-rendering.pdf viterbi-web.usc.edu/~jbarbic/cs420-s22/24-npr/24-npr.pdf www.cl.cam.ac.uk/teaching/1011/RSL/Richardt.pdf cglearn.eu/pub/advanced-computer-graphics/non-photorealistic-rendering gfx.cs.princeton.edu/proj/sg05lines/course7-4-npr.pdf graphics.cs.cmu.edu/nsp/course/15-462/Spring04/slides/21-npr.pdf www.lollipopshaders.com/case-studies/9to3animation/ www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-20.pdf www.cl.cam.ac.uk/teaching/1011/RSL/Richardt.pdf www3.cs.stonybrook.edu/~qin/courses/graphics/graphics-non-photorealistic-rendering.pdf gfx.cs.princeton.edu/proj/sg05lines/course7-4-npr.pdf diglib.eg.org/bitstream/handle/10.2312/LocalChapterEvents.TPCG.TPCG06.089-098/089-098.pdf?sequence=1 cglearn.eu/pub/advanced-computer-graphics/non-photorealistic-rendering gfx.cs.princeton.edu/pubs/Kalnins_2003_CSS/index.php www.researchgate.net/figure/A-more-complex-scene-again-based-on-the-style-of-Dr-Seuss-The-grass-bushes-and_fig2_234818066 studios.disneyresearch.com/wp-content/uploads/2019/03/OverCoat-An-Implicit-Canvas-for-3D-Painting.pdf zenopelgrims.com/project-arnold-brushstroke-shader-quantize.html

@saharina here are some of my NPR bookmarks

was deep into it when I was about to join Sony in the LOP Dept, fascinating area of CG

Archived post by jjonahlowercase

Thought I’d post this in here in case it helps anyone
The LABS Karma LOP currently adds any render vars fed into it to the renderproduct, even if the vars are deactivated (annoying if you want to prune out render vars). To fix this, dive into the node, and then further into the karmarendersettings node, and add `& %active:true` to the renderproduct node’s Ordered Render Vars and Render Vars property expressions as shown in these images.

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