JoshJ Posted February 14, 2011 Share Posted February 14, 2011 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? Quote Link to comment Share on other sites More sharing options...
brianburke Posted February 14, 2011 Share Posted February 14, 2011 here's a way to do this that i like. its based on: http://en.wikipedia.org/wiki/Difference_of_Gaussians its pretty simple really, just blurring your geo up, subtracting the point position of the blured from the unblured, then adding the result in to taste. sharpen.hip Quote Link to comment Share on other sites More sharing options...
Macha Posted February 14, 2011 Share Posted February 14, 2011 Wow, I like that method a lot! Quote Link to comment Share on other sites More sharing options...
bunker Posted February 14, 2011 Share Posted February 14, 2011 (edited) Very nice, thanks Brian ! seems to work for volumes as well Edited February 14, 2011 by bunker Quote Link to comment Share on other sites More sharing options...
brianburke Posted February 14, 2011 Share Posted February 14, 2011 Very nice, thanks Brian ! seems to work for volumes as well sweet, got any pics of that? i'd be awesome if you could pull 'mad detail' out of a fluid sim. Quote Link to comment Share on other sites More sharing options...
bunker Posted February 14, 2011 Share Posted February 14, 2011 Here is a simple test on a lowres cloud ( volumeblur+ volumevop ) Quote Link to comment Share on other sites More sharing options...
JoshJ Posted February 14, 2011 Author Share Posted February 14, 2011 That's really excellent, exactly what I was looking for. Thanks Brian, and also bunker for the tip on volumes! Quote Link to comment Share on other sites More sharing options...
bunker Posted February 14, 2011 Share Posted February 14, 2011 another test, on a lowres sim Quote Link to comment Share on other sites More sharing options...
bunker Posted February 14, 2011 Share Posted February 14, 2011 The difference is even more noticeable in the render: Quote Link to comment Share on other sites More sharing options...
old school Posted February 14, 2011 Share Posted February 14, 2011 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. 2 Quote Link to comment Share on other sites More sharing options...
brianburke Posted February 14, 2011 Share Posted February 14, 2011 damn, sweet Quote Link to comment Share on other sites More sharing options...
Macha Posted February 15, 2011 Share Posted February 15, 2011 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 Quote Link to comment Share on other sites More sharing options...
bunker Posted February 15, 2011 Share Posted February 15, 2011 Hey Macha, the best is to use microsolvers for that, so you don't need any SopSolver : volsharp2.hip You can do the sharpening calculation in one GasFieldVop, or with two GasCalculate. It works, but since you sharpen the velocity on every frame, it gets really noisy quickly. Quote Link to comment Share on other sites More sharing options...
Hazoc Posted March 11, 2011 Share Posted March 11, 2011 (edited) 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. Edited March 11, 2011 by Hazoc Quote Link to comment Share on other sites More sharing options...
quarel Posted April 12, 2011 Share Posted April 12, 2011 The difference is even more noticeable in the render: really nice! Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted April 14, 2011 Share Posted April 14, 2011 The difference is even more noticeable in the render: i fucking love this software and this forum 1 Quote Link to comment Share on other sites More sharing options...
lisux Posted April 14, 2011 Share Posted April 14, 2011 This technique is very cool. Thanks for sharing Quote Link to comment Share on other sites More sharing options...
old school Posted April 14, 2011 Share Posted April 14, 2011 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 Quote Link to comment Share on other sites More sharing options...
Davvechan Posted October 16, 2023 Share Posted October 16, 2023 On 2/14/2011 at 6:24 PM, bunker said: Here is a simple test on a lowres cloud ( volumeblur+ volumevop ) 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. Quote Link to comment Share on other sites More sharing options...
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