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Showing results for tags 'kernel'.
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Hello, I am trying to do some edge detection using a kernel. I need to do this using standard SOPs/VOPs. http://setosa.io/ev/image-kernels/ I saw a tutorial from Entagma (https://vimeo.com/169437381) that basically does the operation by hand splitting out the vectors and multiplying them but it's quite tedious and you dont really know what vectors you're multiplying (QUESTION: is there an order in which pcfind returns the array of points eg. clockwise closest to furthest ?) Is there a better way (using actual matrices / knowing exactly which points) ? thanks!
Hey, guys, i'm still new to houdini, so if my question is not suitable here, please just ignore that, and accept my apologies. Thanks. I am using maya for about 1 year. And 2 month ago, i want to check if houdini is my tool. So i downloaded and installed it, and then learn it from PQ channel(vimeo), official videos, and some tutorials i bought from cmivfx. They are all nice tutorials. I have learned how to wire nodes, how to build a house in sop, how to fire particles in pop etc. But, sometimes i'm so confused about how i can do things better, how i can use houdini to do stuff that others(like maya/c4d etc) cann't do. And that's why i know i should learn the houdini base stuff, like: What's inside POP? What's inside DOP? What's inside CHOP? What's inside SHOP? What's inside VOP? I have found a very good comment in . old school(jeff, right?) told us wha't inside sop, how things worked in sop node, that's what i want to know about. so anyone can continue on? like jeff's stuff in .Please show us what's inside the POPs, DOPs, CHOPs, SHOPs, VOPs... I am really appreciate! (ps: Thanks od, i have learned a lot stuff in here.)
animatrix posted a topic in Finished WorkThis operator allows you to run an OpenCL kernel as part of your SOP network. Depending on the GPU, some operators can be orders of magnitude faster than even VEX. In this case the OpenCL code is 144 times faster than VEX on GTX 970.
Hello, I was wondering if it's possible to create velocity vectors from an animated sequence (texture). Ideally something similar to Optical Flow. I can extract movement from geometry (eg. use trail to generate v vector of animated VOP) and I can do basic image analysis (eg. convolution kernel operations on coloured points using VOP) so I feel it could be kind of possible to do it but can't get my head around it. In terms of results I'd like to create a particle system that reacts to an animated texture (eg. overlay particles on a animated texture and have them follow the movements in the video) thanks!