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Found 4 results

  1. Hello houdini-community! I'm trying to create an outline filter using vex. You can find the code below, I copied it from the SideFX-Forum. I put the code in a vfl file and compiled it to a hda-file using vcc. Then, I imported the HDA into a simple project, got a Render compositing node and wired its output into my custom outline-node. As a result I just get a completely black image. I've looked into the components of the matrix3 that ninput returns and they are always just 0, although my render-output has almost no black pixels. Is there anyone who has an idea what I might be missing? Any help is highly appreciated! Edit: I fogot to mention that I tried to get the same result using a Convolve Compositing Node with the same kernel as used in the code. That works. However, this is just an experiment for me I really want to know how to implement such a filter using VEX. cop2 outlines(float effect = 1) { matrix3 kernel; matrix3 pixels; vector4 col; float result; int i, x, y; col = 0.0; // this builds a kernel with -1/8 in all elements but the center, which is // +1 (an edge detect kernel, sums to 0); for sharpen, use effect+1 // for the center pixel kernel = 0; for(x=0; x<3; x++) for(y=0; y<3; y++) setcomp(kernel, -effect/8, x,y); setcomp(kernel, effect, 1,1); // iterate over all components in the current plane (PL) for(i=0; i<4; i++) { pixels = ninput(0, PL, 0, i, IX, IY, FR); // sum the results of the kernel x pixels result = 0; for(x=0; x<3; x++) for(y=0; y<3; y++) result += getcomp(pixels,x,y) * getcomp(kernel,x,y); setcomp(col, result, i); } assign(Cr, Cg, Cb, C4, col); }
  2. Metaball Filter

    When using the particle fluid surface node, it outputs polygons, and they have a really nice filter method to shape the metaball at the conversion to polygon. 1. Is there a way when using a copy sop and metaball (old school way to make a mesh) to apply this same type of filter to the metaball? Is there some kind of just "filter metaball" node? 2. Can the particle fluid surface node , output a filtered metaball field instead of converting to polygons - In other words, can I NOT convert to polygons, but just filter the metaball mesh and then ill convert it to polygons at a later step using the "convert meta" node
  3. Help a brother out, I'm getting headache by trying to figure this out. At this point assuming it's a limitation of the software. I've been getting more into procedural texturing and shading and sometimes want to blur those textures for example to use as a mask. This far I haven't been able to figure out if there is a way to blur or filter SHOP textures in a similar way you could in COPs with Blur node. I guess SHOPs can't do this since the procedural textures are resolution independent. However is it possible to maybe import the texture to COPs and then after blurring there back to the shader again. The main thing being I want to avoid writing out the textures in between, if there is a interactive solution for baking texture out then maybe that would be fine. Attaching a examle scene file with texture() blur and example procedural texture I want to blur out. Thanks! textureBlur.hip
  4. Hi, has actually anybody tried this technique in production or equivalent experience with it? http://dev.ipol.im/~mdelbra/rhf/ This is just the latest one I found. Cheers, nap
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