Macha Posted April 15, 2011 Share Posted April 15, 2011 Why use a external renderer? Why use Mantra? If you can do pathtracing inside Houdini's viewport... http://vimeo.com/21436831 http://vimeo.com/22438117 Wow! Yes! Why, of course, vopsop is perfect for this! Amazing! Quote Link to comment Share on other sites More sharing options...
Macha Posted May 24, 2011 Share Posted May 24, 2011 1e6 fps: Quote Link to comment Share on other sites More sharing options...
Macha Posted May 30, 2011 Share Posted May 30, 2011 (edited) Apparently they are generated by applying two different subd algorithms repeatedly and according to certain rules: http://www.spiegel.de/fotostrecke/fotostrecke-65834.html He then makes real paper versions of it! Do we have the option to switch subd methods in Houdini? Edited May 30, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
malexander Posted May 30, 2011 Share Posted May 30, 2011 Why use a external renderer? Why use Mantra? If you can do pathtracing inside Houdini's viewport... http://vimeo.com/21436831 http://vimeo.com/22438117 I did a quick GI-style light test based on a similar algorithm to screen-space ambient occlusion in the Houdini viewport, which gets around 20fps along with SSAO, shadows & lighting on a Quadro 4000. It only does a single bounce, which is why the shadows aren't lit at all, and has a very limited radius of effect to avoid performance-killing texture oversampling. As it's a screen space algorithm, the backfaces of objects do not contribute either, making it a quick approximation. In the image below, the first image is a viewport flip with this GI light, the second a viewport flip without it, and the third a default mantra render of the same scene (at a slightly different angle, unfortunately). Quote Link to comment Share on other sites More sharing options...
syed Feroz Posted July 4, 2011 Share Posted July 4, 2011 Wow, I remember some of those scenes from Radiance gallery. What is this Radiance gallery mean ? Quote Link to comment Share on other sites More sharing options...
Andz Posted July 4, 2011 Share Posted July 4, 2011 What is this Radiance gallery mean ? Radiance was a renderer back in the 90's, and some of the scenes rendered in the first post in this thread can also be seen below. http://www.3dzine.org/forum/forum_posts.asp?TID=208 http://radsite.lbl.gov/radiance/gallery/gallery.html http://radsite.lbl.gov/radiance/ It was mainly used for architectural visualization with great lighting analysis capabilities. Quote Link to comment Share on other sites More sharing options...
Andz Posted August 19, 2011 Share Posted August 19, 2011 A presentation on production of "Paths of Hate" by Platige Image http://www.deathfall.com/forums/content.php?7489-Paths-of-Hate-Making-of I really like his solution for modeling and rendering stylized clouds and the over all cartoon look. The camera animation is also 5 stars in my opinion. Quote Link to comment Share on other sites More sharing options...
Macha Posted August 31, 2011 Share Posted August 31, 2011 (edited) I want that I want that I want that I want that http://media.efluids.com/galleries/all?medium=692 Edited August 31, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
smaugthewyrm Posted September 18, 2011 Share Posted September 18, 2011 Houdini in tron - gmunk - fireworks This would be good for the sidefx home page... Wow. The film is a visual overload of amazing cg. http://work.gmunk.com/1316279/TRON-Fireworks Quote Link to comment Share on other sites More sharing options...
jason_slab Posted September 19, 2011 Share Posted September 19, 2011 (edited) some nice info on the different types of fluid sim methods http://www.fxguide.com/featured/the-science-of-fluid-sims/ Edited September 19, 2011 by jason_slab Quote Link to comment Share on other sites More sharing options...
Nerox Posted September 19, 2011 Share Posted September 19, 2011 some nice info on the different types of fluid sim methods http://www.fxguide.com/featured/the-science-of-fluid-sims/ I read it yesterday, I found it very useful, though it wasn't shocking I always tend to find new bits and pieces in these kind of articles, that I prior to reading it didn't know or didn't fully understand. In general I find fxguide and fxphd very useful, they post interesting articles and feature awesome podcasts (I always have a selection on my iPhone on queue, in case I hit a traffic jam or something ;-), not to mention fxguide tv. Quote Link to comment Share on other sites More sharing options...
exu Posted September 19, 2011 Share Posted September 19, 2011 someone saw this one? PS:Needs WebKit for view... http://madebyevan.com/webgl-path-tracing/ http://madebyevan.com/webgl-water/ cheers Quote Link to comment Share on other sites More sharing options...
jason_slab Posted September 20, 2011 Share Posted September 20, 2011 (edited) I read it yesterday, I found it very useful, though it wasn't shocking I always tend to find new bits and pieces in these kind of articles, that I prior to reading it didn't know or didn't fully understand. In general I find fxguide and fxphd very useful, they post interesting articles and feature awesome podcasts (I always have a selection on my iPhone on queue, in case I hit a traffic jam or something ;-), not to mention fxguide tv. yes fxguide is a great site, i also always read/listen to their articles! i'm actually pretty pleased that one of my videos is linked on the fluids article! j Edited September 20, 2011 by jason_slab Quote Link to comment Share on other sites More sharing options...
pclaes Posted September 22, 2011 Share Posted September 22, 2011 After reading Eetu's experiments with his point based cluster procedural I went digging for those course notes. ( ) You can find the coursenotes here - I found the Production Volume Rendering Systems 2011 quite interesting. Might give that point procedural a go too . http://magnuswrenninge.com/productionvolumerendering Quote Link to comment Share on other sites More sharing options...
Andz Posted September 29, 2011 Share Posted September 29, 2011 VI and VIM is used a lot for code and shader writing, how about an interactive VIM tutorial? http://www.openvim.com/tutorial.html Quote Link to comment Share on other sites More sharing options...
Nerox Posted September 29, 2011 Share Posted September 29, 2011 VI and VIM is used a lot for code and shader writing, how about an interactive VIM tutorial? http://www.openvim.com/tutorial.html Priceless! I always found vim a bit scary, I had no idea of the command mode (=awesome). I find it rather techy, how ever I can imagine if your used to this you can code very fast and efficiently. Very useful link, thanks! Quote Link to comment Share on other sites More sharing options...
Andz Posted September 30, 2011 Share Posted September 30, 2011 Priceless! I always found vim a bit scary... I have tried it a few times, but I can't get my artsy head to work with it... I really like this interactive method for teaching, just like Code Academy. Quote Link to comment Share on other sites More sharing options...
Marc Posted October 6, 2011 Share Posted October 6, 2011 Stone fields using a packing algorithm: http://www.novastructura.net/show_work.php?name=Stone-Fields I want! Quote Link to comment Share on other sites More sharing options...
sanostol Posted October 6, 2011 Share Posted October 6, 2011 me, too! that looks so cool. scatterSOP should be pimped Stone fields using a packing algorithm: http://www.novastructura.net/show_work.php?name=Stone-Fields I want! Quote Link to comment Share on other sites More sharing options...
rdg Posted November 9, 2011 Share Posted November 9, 2011 Nervous System's lecture from the "Design the Future" series at Carnegie Mellon University: http://www.design.cmu.edu/designthefuture/nervous-system/ "We create using a novel process that employs computer simulation to generate designs and digital fabrication to realize products." Quote Link to comment Share on other sites More sharing options...
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