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Posts posted by Librarian


  1. @gangland @ericsenecal I have basics that I'm 100 sure ..also i need only velocity on points(that travel like snake's on grid that i use transfer to volume attribute)  and I'm converting v to tangent-u and updating velocity in Dop...
    need just to investigate more om temperature and Basics on pyrosolver ..I'm only working on curves in Houdini so it gonna take time for this experiments and new Area to learn  ...:wub:
     

    fire3.gif

    fire1.gif


  2. @crispr_boi Hm.. Please click on my old user from SideFX forum .(i posted those links and get banned b of spamming ) its know part of new search in "www 4"(it gets messy and your mail on that server  get's (plus your name with email its everywhere on searching engine in Asia ) ping's in some strange ways somehow ) ..That its manly reason that i post now only name's now-days and where you can find exactly that file or user, and if you go on my posts from 2020 you gonna see that i post abs every link , if you are curios about Asian and Russian artist's world-wide-web its OPEN ..
    or just contact me on Private or email:wub:

    https://www.sidefx.com/gallery/sacred/
     

    acd.jpg

    • Like 1

  3. @vinyvince I seen that long tome ago
    I have those files From Asian Artist ..but you know me, and waiting for sim to finish ,meanly therefor I like only to work with Splines  (result its nano sec) ..just wondering if we have some solution only in dop ..

    I posted those files long time ago

    rr78ffffdddd.gif
     


  4. vector campos = chv("campos");
    vector lgtpos = chv("lgtpos");
    float rough = chf("rough");
    vector wi = normalize(lgtpos - @P);
    vector wo = normalize(campos - @P);
    vector h = normalize(wi+wo);
    
    float lambert = max(dot(@N, wi), 0);
    
    
    float D_GGX_TR(vector N;vector H;float a)
    {
        float a2     = a*a;
        float NdotH  = max(dot(N, H), 0.0);
        float NdotH2 = NdotH*NdotH;
    
        float nom    = a2;
        float denom  = (NdotH2 * (a2 - 1.0) + 1.0);
        denom        = PI * denom * denom;
    
        return nom / denom;
    }
    
    float GeometrySchlickGGX(float NdotV; float k)
    {
        float nom   = NdotV;
        float denom = NdotV * (1.0 - k) + k;
    
        return nom / denom;
    }
    
    float GeometrySmith(vector N; vector V;vector L; float k)
    {
        float NdotV = max(dot(N, V), 0.0);
        float NdotL = max(dot(N, L), 0.0);
        float ggx1 = GeometrySchlickGGX(NdotV, k);
        float ggx2 = GeometrySchlickGGX(NdotL, k);
        return ggx1 * ggx2;
    }
    float kdirect(float rough){
        return  pow(rough,2)  / 2.0f ;
    }
    
    
    vector fresnelSchlick(float cosTheta; vector F0)
    {
        return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
    }
    
    
    vector rough_tex = texture(chs("image"),@uv.x, @uv.y);
    vector diff = texture(chs("diff"),@uv.x, @uv.y);
    
    
    float ggx_tr = D_GGX_TR(@N,h,rough_tex.x );
    float ggx_trbase = D_GGX_TR(@N,h,rough );
    
    float k = kdirect(rough_tex.x);
    float ggx_smith = GeometrySmith(@N, wo, wi, k);
    ggx_smith = max(ggx_smith , 0.0);
    //@Cd = diff + ggx_smith * ggx_tr ;
    
    vector fresnelv =  fresnelSchlick(dot(@N,wo), chf("fresnel" ));
    
    @Cd = diff*.2 + ggx_tr* ggx_smith * fresnelv;

    maybe someone can explain and make this in Real Scene :wub:@bentraje

    • Like 1
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