I’m looking for someone who can convert some OSL code to VEX code.
I have a fractal formula written in OSL that needs to be volume density output VEX.
For now the simple mandelbulb fractal conversion is enough but I'm looking for someone that could convert many other complex formulas.(200-300 lines of code).
New to Houdini, and can't find a way to get this working...after days of looking around, this forum is my last option.
OSL CODE TO CONVERT:
shader OslGeometry(
int Iterations = 10,
float Power = 2.0,
float Bailout = 20,
output _sdf c = _SDFDEF)
{
vector pos = P;
vector z = P;
float dr = 1.0;
float r = 0.0;
for (int i = 0; i < Iterations ; i++) {
r = length(z);
if (r>Bailout) break;
// convert to polar coordinates
float theta = acos(z[2]/r);
float phi = atan2(z[1],z[0]);
dr = pow( r, Power-1.0)*Power*dr + 1.0;
// scale and rotate the point
float zr = pow( r,Power);
theta = theta*Power;
phi = phi*Power;
// convert back to cartesian coordinates
z = zr*vector(sin(theta)*cos(phi), sin(phi)*sin(theta), cos(theta));
z+=pos;
}
c.dist = 0.5*log(r)*r/dr;
}
OSL CODE THAT WORKS BUT NEED IT TO BE LIKE THE OSL:
function int Mandel(float x0, y0, z0; int Iterations){
float x, y, z, xnew, ynew, znew, n=ch('n'), r, theta, phi;
int i;
x = x0;
y = y0;
z = z0;
for(i=0; i < Iterations; i++){
r = sqrt(x*x + y*y + z*z);
theta = atan2(sqrt(x*x + y*y) , z);
phi = atan2(y,x);
xnew = pow(r, n) * sin(theta*n) * cos(phi*n) + x0;
ynew = pow(r, n) * sin(theta*n) * sin(phi*n) + y0;
znew = pow(r, n) * cos(theta*n) + z0;
if(xnew*xnew + ynew*ynew + znew*znew > 8){
return(i);
}
x = xnew;
y = ynew;
z = znew;
}
return(Iterations);
}
//--- Main ---
int maxiter = 8;
if(Mandel(@P.x, @P.y, @P.z, maxiter) < maxiter){
@density = 0.0;
}
else {
@density = 1.0;
}
AAND MY CONVERSION THAT DOES NOT WORK
function int Fractal(int Iterations, float Power, float Bailout, vector pos, vector z, float dr, float r){
for (int i = 0; i < Iterations ; i++) {
r = length(z);
if (r>Bailout) break;
// convert to polar coordinates
float theta = acos(z.z/r);
float phi = atan2(z.y,z.x);
dr = pow( r, Power-1.0)*Power*dr + 1.0;
// scale and rotate the point
float zr = pow( r,Power);
theta = theta*Power;
phi = phi*Power;
// convert back to cartesian coordinates
z = zr*vector(sin(theta)*cos(phi), sin(phi)*sin(theta), cos(theta));
z+=pos;
}
return 0.5*log(r)*r/dr;
}
int Iterations = 10;
float Power = 2.0;
float Bailout = 20;
vector pos = @P;
vector z = @P;
float dr = 1.0;
float r = 0.0;
if(Fractal(Iterations,Power,Bailout,@P,@P,dr,r) < Iterations){
@density = 0.0;
}
else {
@density = 1.0;
}
Thanks in advance.
Cheers,
Scappin Matteo
www.machina-infinitum.com