Popular Post tmdag Posted September 10, 2013 Popular Post Share Posted September 10, 2013 Hi, I am working on small tutorial that help you understand basic principles of raytracing and have some fun with Houdini. You will be able to create fully working raytracer inside VOPS without any coding or scriping (no tricks or cheats). It is step by step, written tutorial explaining very basic principles of this topic so no need to worry about math or lack of high houdini skills. Raytracer will have abilities to calculate simple shaders, anti aliasing, depth of field (and more to come) I am trying to add part by part every week on my website http://tmdag.com, Have fun! 15 Quote Link to comment Share on other sites More sharing options...
zephyr707 Posted September 11, 2013 Share Posted September 11, 2013 that is such a phenomenal idea, great job! 1 Quote Link to comment Share on other sites More sharing options...
Mandrake0 Posted September 11, 2013 Share Posted September 11, 2013 wonderful...... thankyou for this tutorial there was also matt ebb who have done something simlar: https://vimeo.com/21436831 Quote Link to comment Share on other sites More sharing options...
sliver Posted September 11, 2013 Share Posted September 11, 2013 Great job, thank's for sharing 1 Quote Link to comment Share on other sites More sharing options...
tmdag Posted September 11, 2013 Author Share Posted September 11, 2013 (edited) wonderful...... thankyou for this tutorial there was also matt ebb who have done something simlar: https://vimeo.com/21436831 Oh cool! Didn't know that, thanks for sharing!. Too bad that those hip files are offline. I will cover that in next parts of tutorial And thanks everyone! Cheers! Edited September 11, 2013 by tmdag Quote Link to comment Share on other sites More sharing options...
TomRaynor Posted September 11, 2013 Share Posted September 11, 2013 Absolutely brilliant idea - Really keen to see these. 1 Quote Link to comment Share on other sites More sharing options...
zarti Posted September 12, 2013 Share Posted September 12, 2013 hi Albert , i absolutely agree with what everyone said above and extremely appreciate your efforts and time to put some fundamental knowledge into your blog . .. max( respect ) for sharing it for free and here , above all . -- @ SESI : HOU is a perfect tool to illustrate Maths&Co at schools . build a special edition for that purpo$e . !cheers Quote Link to comment Share on other sites More sharing options...
ben Posted September 12, 2013 Share Posted September 12, 2013 Really great. Thanks a lot ! Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted September 13, 2013 Share Posted September 13, 2013 (edited) You are awesome! All the work and sharing it for free is pure awesomeness. Thank you and everyone that does that! Edited September 13, 2013 by Mzigaib Quote Link to comment Share on other sites More sharing options...
old school Posted September 13, 2013 Share Posted September 13, 2013 Fantastic! Quote Link to comment Share on other sites More sharing options...
csmnt Posted September 14, 2013 Share Posted September 14, 2013 So cool! Thank you! Quote Link to comment Share on other sites More sharing options...
gaurav Posted September 14, 2013 Share Posted September 14, 2013 Excellent.. Big Thank you ! Quote Link to comment Share on other sites More sharing options...
kwejk Posted September 19, 2013 Share Posted September 19, 2013 Sweet! I for sure will follow your turorials. Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted November 18, 2013 Share Posted November 18, 2013 (edited) Hey, I'm on the 3rd article of this series and there's the part about adding a fraction of the normal to get rid of noise on the shadow rays. It reads: Our first ray hit position is placed exactly on our geometry, when we are looking for intersection towards the light, shadow ray is hitting surface at its origin. To fix this issue, we need to add small offset to the ray origin. But which direction we should offset it? In case of ground plane, offsetting ray upwards would help but it would create problems with other objects like sphere. Fortunately, we can use scene geometry normals. I'm a bit confused of what it means exactly. Does it mean that the shadow ray is being occluded by the point on the surface where it hits (originates from)? Can you elaborate a bit more on this? Thanks again for the great material! Cheers Edited November 18, 2013 by rafaelfs Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted November 19, 2013 Share Posted November 19, 2013 He can't answer. He is still trying to render HD version of this image Quote Link to comment Share on other sites More sharing options...
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