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Iskander

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Iskander last won the day on February 15

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About Iskander

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    Peon

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  • Name
    Iskander
  • Location
    Russia
  • Interests
    cg:2d,3d

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  1. N-body via SOP solver with OpenCL

    Yep,meanwhile i just started studying OpenCl and don't know anything about it's code optimization. I found example via dop and vop,but didn't like simulation speed,so,i thinked-might be a good time to start learning OpenCL in Houdini context. http://forums.odforce.net/topic/24999-galaxy/?do=findComment&comment=147864 But my starting setup is pretty simple-it has a good potential for tweaking for nice result.
  2. N-body via SOP solver with OpenCL

    Here is it.:) nbody_opencl.hipnc
  3. Galaxy

    2djiki upd file nbody_opencl.hipnc
  4. Converting VEX to OpenCL

    Maybe 3 scene files(in comments) from this video will be useful too(sadly russian,very good quick start). p.s It will also be useful to look inside Attribute Blur(principle of organization of variables with various input data types) and HeightFiledErode(principle of operation with volumes via openCL)nodes.And inside files in /opt/hfs16.0/houdini/ocl/
  5. Converting VEX to OpenCL

    I found on github a little bit OpenCL. Thank you,Karsten Schmidt,for clear and simple code example. https://github.com/thi-ng/houdini Maybe it will be usefull for someone(for newbies like me i mean ). dejong-opencl.hipnc
  6. 16.5 drums

    Or you can passively check news something like that.)
  7. Opscript+SOP solver

    I got the tip from one user-it is necessary to unlock the asset.
  8. Why opscript command(for example opscript -r -b /* > /tmp/scene.cmd) don't export information from SOP solver. All nodes are exported perfectly,but empty inside if you open SOP solver node.
  9. Eevee type OGL Viewport/ROP

    Imho Blender foundation focusing on unnecessary things,instead of really necessary:VDB,etc... And Eevee perfect example of this shit. You really want if Sidefx will be so stupid too?)
  10. HtoA.Baking textures?

    Exactly! I have personal npr dithering shader recreated in two renders. Look at picture. I have(for example 5 colors) and i need(it's important) to have 5 colors in output indexed image.Plus i think it is obvious that with almost the same settings, the result in Arnold is better(maybe less light intensity in HtoA in example,it's not important). HtoA give perfect result,but i am too lazy to recreate shader in Maya. Mantra with NO AA(it's my target if i want pure colors) give awful result. With AA - count of colors increase in progression(i don't need that). And yes,render in Mantra with AA and postproduction in any editor(Gimp,PS) for such result-converting in index image,playing with other filters don't give such nice and purest result(from the position of colors count). So,thank for reply guys.) Maybe someday i'll remade it in Maya.
  11. HtoA.Baking textures?

    Hi all! Are there any variants for baking the texture in Houdini with Arnold? I can't find any solution how to do that.(
  12. Mantra Freezing

    You can catch it with log output in shell with high verbosity level(with 'mantra -V 5' command) .
  13. Houdini 17 Wishlist

    Thank you for solution.) Guys,i am not skillful in python or hscript.( Anybody can help with simple shelf script which is add Null node on selected Dot or even for all selected dots. I think it will be very useful for all. Thanks!
  14. how to make smoke like cloth?

    Hi,i don't see any smoke. Geo+opacity+motion blur.
  15. Spherify New Terrain/HeightField?

    Ok,you must understand the technical implementation of Terrain-voxels in 2d dimensional space+info about height. It will always be rectangular. I think about procedural planet generator based on Terrain. But it's still too difficult for me. The solution can be - cluster of terrain squares converting to mesh and then projecting on sphere(subdiv box for uniform quads),every terrain piece in certain quad. But the most difficult part is the interaction of square boundaries. So,the first part will be to divide the full map of planet into these squares and work with them separately. Or unfold sphere into grid,convert to Terrain and then refold into sphere once again. Of course I would like to see more solutions about this too.
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