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how to sharpen geometry (opposite of smooth)


JoshJ

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I'm looking for a way to sharpen geometry, for example, choosing areas with more curvature and making those areas have an even sharper curvature, eventually becoming a sharp edge. I tried to play around with the measure sop and point clouds, but haven't yet achieved the effect.

There are some brushes in zbrush or mudbox that can do this, but does anyone have any link to a procedural algorithm or concept of how it could be done?

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Then try this technique on your velocity fields in a pyro sim in a Gas Field VOP.

And instead of adding back, multiply by itself and add back. Will sharpen the velocity fields and create all kinds of cool swirlies in your sim.

I don't know how to do blurring in the gasvop, but I tried the sop solver.

Like that?

volsharp.hip

post-4013-129773796417_thumb.jpg

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  • 4 weeks later...
  • 1 month later...

NNnnnice. Could be probably used for something like this too:

http://www.petershipkov.com/development/SOuP/videos/peak_liquids.mov

Turning blobby fluid meshes a bit crispier.

edit: Hmm well after a quick test maybe not.

Oh you mean the old Peak SOP followed with the Smooth SOP. Check out the attached file for how to do this in Houdini.

sharpen_fluid_extreme.hip

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  • 12 years later...
On 2/14/2011 at 6:24 PM, bunker said:

Here is a simple test on a lowres cloud ( volumeblur+ volumevop )

post-3635-129770425391_thumb.jpg

Long time ago this post was active, but still interesting ideas that you guys brings up.

Could you specify more, what you did here? Currently I usually use the "volume convolve" to do sharpening.

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