Archived post by lwwwwwws

i def think there’s potential for that typa shit e.g. these 6 million particles simulating and rendering at 60fps <:tide_pod:415308365942620161> with a fat glow on top even

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255811/25/25/Ls_Cop3GPUparticles_v01.smal.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255811/25/25/Ls_Cop3GPUparticles_v01.hipnc

Archived post by lewis.taylor.

yeah

so normally I will set my density to the highest fidelity I need, and unless there is some insanely detailed velocity requirement will up the Vel scale

@hanhanxue VDB point advect will still suffer from not being able to 100% push them into the smaller eddies, so I think it’s best to just own it all in the pyro sim. I took Matt’s file and just added these vortex nodes. It’s a bit heavy handed here, but vortex confinement and vortex boost along with nice substeps will give you control to make these swirls. You can click the initialize option on the SOP pyro to drop down a volumes sharpen setup. This will sharpen density _just_ a bit more, saving you some precious sim time.

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253911/09/25/image.png
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Archived post by mattiasmalmer

here is a simple implementation of adjacency aware blur running over texture seams.

“` #bind layer src? val=0 #bind layer &tmp val=0 #bind layer adjacency? val=0 #bind layer &blur
@KERNEL { if (@Iteration==0) { @tmp.set(@src); } else { float4 sum=(float4)(0); for (int i=-@pixels; i<=@pixels;i++) { float2 uv= (@adjacency.bufferIndex((int2)(@ix+i,@iy)).xy); float4 px= (@blur.bufferSample(uv*(float2)(@xres,@yres)-(float2)(0.5f,0.5f))); sum+=px; } sum/=@pixels+@pixels+1;
@tmp.set(sum); } }
@WRITEBACK {
float4 sum=(float4)(0); for (int i=-@pixels; i<=@pixels;i++) { float2 uv= (@adjacency.bufferIndex((int2)(@ix,@iy+i)).xy); float4 px= (@tmp.bufferSample(uv*(float2)(@xres,@yres)-(float2)(0.5f,0.5f))); sum+=px; } sum/=@pixels+@pixels+1;
@blur.set(sum); } “`
bind “pixels” as int in the bindings tab. src and adjacency as inputs blur and tmp as outputs. enable writeback and include iterations.

you need the adjacency rasterizer i made a while back for the adjacency input…

now this is a pretty dogshit blur implementation mostly as proof of concept but it does blur the image so there’s that.

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253311/07/25/houdini_XnfFGtckSi.mp4