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About Blackstone

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  1. multiverse for Houdini

    Amazing ! I'd like to have a try !
  2. Hi, I would like to ask how to use VOPNET_Node in HDK, but there is no any info about this class, so is that possible we define a new VopNet by this class as the "RSL Surface SOHO Type" ? I could almost guess out a basic model. class VOPNET_OSL : public VOPNET_Node { public: VOPNET_OSL(OP_Network *parent, const char *name, OP_Operator *entry) : VOPNET_Node(parent, name, entry) { } ~VOPNET_OSL() { } static OP_Node * myConstructor (OP_Network *, const char * name, OP_Operator * entry); static PRM_Template myTemplateList []; }; OP_Node * VOPNET_OSL::myConstructor(OP_Network *net, const char *name, OP_Operator *entry) { return new VOPNET_OSL(net, name, entry); } PRM_Template VOPNET_OSL::myTemplateList[] = { PRM_Template() }; void newVopNetOperator(OP_OperatorTable *table) { OP_Operator *op = new OP_Operator("oslVopNet", "OSL VOP Network", VOPNET_OSL::myConstructor, VOPNET_OSL::myTemplateList, 0, 0); table->addOperator(pOP); } It could appear in VEX->Custom, that's really what I want, but once create it, Houdini throws "5648: Fatal error: Segmentation Fault", and I do not what should I need to do more here, that's really a blackbox to me :'( . Is there any body know this ? Thanks for your kindly help !
  3. Hi all, I'm trying to integrate the OSL into Houdini. I think the best way is to define a new VOP Network named OSL Surface SOHO Type for surface shader in OSL, and implement dozens of OSL node in it, and then generate the source code manually. But once I tried to check the parameters of a RSL Surface SOHO Type[\b], there is a warning said "Not that you cannot create a new VOP Network type.", so that's really impossible even by HDK ? If that's possible, where should I start from ? Thanks !
  4. Hi, I'm trying to consider Houdini as a generic graph creator and I want to construct a OSL shading network in Houdini, each node is used to store the parameter values, and I could retrieve everything by python script and output the shader as text. For example, I would like to construct a plasic material in OSL, it could be constructed by a diffuse and specular, I wish that in SOHO, plastic - diffuse - specular - add There are three 3 OSL proxy nodes, they would construct a simple graph under the node plastic. How could I create nodes from New Operator Type window ? Thanks !
  5. About the DOP Node "Merge"

    Hi everyone, Is there anybody would like to tell me what's the internal mechanism of the "Merge" DOP Node when there are particle fluid objects and deformable object ? I thought the merge will flip velocity of particle according the collision condition from geometric objects ? Am I right ? Thanks !
  6. Hair Displacement

    Hello folks, Is there any body knows how does Fur's displacement ? I think the proper processing progress should as following steps, subdivide geometry displace geometry & UV, displace guides hairs onto proper root position, interpolate instanced hair by dispalcement map and direction on dispaced geometry, rendering both. But infering from document Displacement Map Specifies a texture map used to displace the position of each hair. Displace Direction Specifies how to interpret values from the Displacement Map. I am not sure whether this Displacement function is used as I outlined. So is there any solution for accuracy hair planting on displaced surface ? Thank you !
  7. Massive Particle

    In fact, the all mathmatics knowledge is enough to me. I just did not know which way is the "best".
  8. Massive Particle

    Hey, thanks for your reply Can you teach me how to interpolate the coarse particle shape ? Which method are you using ?
  9. Massive Particle

    or the APR(Adaptive Particle Refinement) in physics or something like PIC(Particle in Cell) in CFD ? We build an screen-oriented grid and fill the grid with more and more particles ?
  10. Massive Particle

    Hello guys, I want to make an tiny PRMAN DSO to interpolate an massive particle shape from an coarse one, and I thought several way to do this, Lookup neighbors from a seed particle, according the distance between sphere centric and the neighbors, then fill the space. Like this "Simulation of High-Resolution Granular Media". I prefer this, but how to control the high-resolution particle shape is very difficult. The particles were cached on each frame. We can use particle ID to track the movement of single particle, then we sample the track line as a spline, generate more particle at current frame. Maybe can't keep continuity. From seed particles, subdivide the origin one into multi-particles. Not good, I think. Inspired from here "Interpolatory Refinement for Real-Time Processing of Point-Based Geometry". Assumed the particles is an PDF which could be represent as an implicit function in an grid. Then we sampler this grid to make more and more samplers around the seed particle. Inspried from dozens of Monte Carlo papers. According an old post about how to make Voxel-Bitch, the author said use spline to do interpolation, but how did this could be implemented, I never know about that. The interpolation method should be fast, parrallel. Here is my implementation from the 1st method, not good, I think. So can you help me ? Thanks very much.
  11. Houdini GPD C++ Library

    Your code is very similar with mine Thanks for your reply.
  12. Houdini GPD C++ Library

    Yes, I am trying to extract the density data to render with Pixie, build an point cloud then convert it to brick. I have tried use both HDK and manual C++ code to do this job. And I abandon the GPD library because it's too limited. Thanks for you reply.
  13. Houdini GPD C++ Library

    Yes, after several attempt I decided to use text format, it's quite fast to process it. Thanks for your reply.
  14. Hi folks, I want to export the density/vel data in smoke container, just as simple as below, Output the density data of each frame to bgeo format, then I want to extract the data, found Houdini GPD Library on sf.net but found nothing about volumn primitive support, in HDK the function is complete. So how should I then ? Thanks.
  15. Fluid and dynamics geometry

    Oh, I am so careless that forget to choose "Use Deformal Object", that's ok now.