JoshJ 1 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? Share this post Link to post Share on other sites
brianburke 27 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 Share this post Link to post Share on other sites
Macha 119 Posted February 14, 2011 Wow, I like that method a lot! Share this post Link to post Share on other sites
bunker 320 Posted February 14, 2011 (edited) Very nice, thanks Brian ! seems to work for volumes as well Edited February 14, 2011 by bunker Share this post Link to post Share on other sites
brianburke 27 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. Share this post Link to post Share on other sites
bunker 320 Posted February 14, 2011 Here is a simple test on a lowres cloud ( volumeblur+ volumevop ) Share this post Link to post Share on other sites
JoshJ 1 Posted February 14, 2011 That's really excellent, exactly what I was looking for. Thanks Brian, and also bunker for the tip on volumes! Share this post Link to post Share on other sites
bunker 320 Posted February 14, 2011 another test, on a lowres sim Share this post Link to post Share on other sites
bunker 320 Posted February 14, 2011 The difference is even more noticeable in the render: Share this post Link to post Share on other sites
old school 686 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 Share this post Link to post Share on other sites
Macha 119 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 Share this post Link to post Share on other sites
bunker 320 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. Share this post Link to post Share on other sites
Hazoc 24 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 Share this post Link to post Share on other sites
quarel 0 Posted April 12, 2011 The difference is even more noticeable in the render: really nice! Share this post Link to post Share on other sites
dyei nightmare 4 Posted April 14, 2011 The difference is even more noticeable in the render: i fucking love this software and this forum 1 Share this post Link to post Share on other sites
lisux 39 Posted April 14, 2011 This technique is very cool. Thanks for sharing Share this post Link to post Share on other sites
old school 686 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 Share this post Link to post Share on other sites