Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

  • Days Won


Community Reputation

52 Excellent

About rsd

  • Rank

Contact Methods

  • Website URL http://groundflyer.github.io/

Personal Information

  • Name Roman
  • Location Russia
  1. Looking for some freelance.
  2. Improved color management or OpencolorIO support. More parameters for output images, such as chroma subsampling for JPG.
  3. Thanks, Matt. Another point-based shaders: worley noise and voronoi diagram generated using particles.
  4. Portals. I put this shader off for a long time. It's originally from Renderman Stupid Tricks. I implemented all features: * sight teleportation * lighting teleportation * shadow teleportation * transformation * geometry (displace) teleportation Though I can't get geometry teleportation work well: mesh have to be teared, but intermediate polygons are stretching between portals, even with redicing.
  5. Ripples as a shader. https://groundflyer.github.io/point-based-ripple.html
  6. Point-based GI. https://groundflyer.github.io/point-based-gi.html There was a topic somewhere around named "pc cookbook" or something like that. This technique is similar to the ones described there.
  7. Light shader This light shader uses velocity from particles to generate wave pattern.
  8. Just shaping. The shapes were simulated as a crowd, then a single actor were chosen at time. No keyframe animation were used for particle manipulating. They were driven by additional attribute "passivity", so there is random delay for each particle, before they go to the goal.
  9. Just put all content to houdini15.5 home directory.
  10. The sun light is not properly sampled. It's a problem of light shader, not surface shader. Probably SESI's MIS scheme is't efficient enough. There are results of various sun angles, brightness is changing non-lineary. phyShaderTets.hip
  11. I got this with skylight (PBR, diffuse disabled). Also, I recommend to use Environment Light in Ray-Tracing Backround mode, not direct lighting.
  12. Another example.
  13. The past month I've been working on the shot with very long rocket trails, so I developed a CVEX shader to avoid smoke simulation. The shader uses information from particles to generate volume with specified shape and requires much less memory.
  14. Rayimport is useless unless you send something, gather stores the imported value in the passed variable. http://www.sidefx.com/docs/houdini15.5/vex/functions/gather Shading_Tests.hipnc
  15. 1. The component labels are used only inside illuminance or in BSDF's. If you need AOV's, just export a specified variable via Bind Export. 2. It's possible to set ID based on shader name using renderstate. Example: # get shader name string shader_name; renderstate("shader:name", shader_name); # hash it to int int shader_ID = random_shash(shader_name); # then export shader_ID to import it from other shaders using gather