hoknamahn Posted August 10, 2004 Share Posted August 10, 2004 Thanks, Mario! What about rendering times of SSS shaders (or occlusion shaders or other raytrace intensive) with point clouds and without? Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted August 10, 2004 Share Posted August 10, 2004 Nice pics Mario!!! Can you describe the process? I.e. "How it works". Not the Jensen's diffusion algorithm, but relation between the Mantra and the texture cache. I attempted to experiment rest upon a documentation but unseccesfully. It seems that a Point Cloud documentation haven't the main thing - the concept. "When a geometry file is used as a source for the point cloud, each point attribute is available as a read-only channel.".....Ok...understand... "It is also possible to create temporary read-write channels." HOW???? Quote Link to comment Share on other sites More sharing options...
mark Posted August 10, 2004 Share Posted August 10, 2004 wow, very impressive :afro: is this SSS usable for the non-rocket scientist, or do we need a degree in mario to do it? Quote Link to comment Share on other sites More sharing options...
meshsmooth Posted August 10, 2004 Share Posted August 10, 2004 Let me just pimp the SESI HDK course then; SESI actually take requests from the participators and code up the framework for many requests overnight. So if you have something you're trying to do, it could be solved very quickly. Its great that the HDK is free, allowing people to try it and generate useful questions for the HDK course. my request would be open up the vex chops object type to be able to process N channels at a time. long description here http://odforce.net/forum/index.php?showtop...indpost&p=12927 To explain i give the example of a vex chop that manipulates an imputed vector, then returns it. The simple solution is, when it process the first channel fetch the other 2 channels with chinput() and process them as one vector on the first pass. now this far this is all doable with chop VOPs already. but to get the vector out that you have just processed you need to export the first channel of the vector then on the processing of the second channel re import the other 2 channels with chinput() process the vector again!! and export the second channel doing it all again for the third. Now the suggestion that would not be to much work (I think) is to be able to put the vector in some memory location on the first pass and for the second and third pass the vex code bypasses the main code and just reads from the memory location to return each channel of the vector on each of the next passes. Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted August 10, 2004 Share Posted August 10, 2004 So you gonna be able to share the shaders with the rest of us? . 13131[/snapback] Some form of it will very likely show up in the Scripting section here at od[force]... look for it there Cheers! [edit] hmmmm.... then again; maybe it should go on the wiki... [/edit] Quote Link to comment Share on other sites More sharing options...
DaJuice Posted August 11, 2004 Share Posted August 11, 2004 You sure about that? That's insane. That'll make writing tools for Doom and HL2 a whole lot easier. 13120[/snapback] Yeah, this is wonderful. As you can see I've already been bugging people about this. http://www.doom3world.org/phpbb2/viewtopic.php?t=3069 Quote Link to comment Share on other sites More sharing options...
slade Posted August 13, 2004 Share Posted August 13, 2004 well, the party is over and its back to work and learning houdini and all the cool new features in houdini, such as the new scatter sop and the point cloud which is really awesome stuff from mario and sidefx. I had a ball at siggraph; I met so many amazing fun to be with houdini people, they were just incredible and welcoming people. Big up's to odforce and the houdini community :thumbsup: To all the guys I met with arctor, anakin, matrixnan, steven, marc, jason,and the sidefx crew who was there, it was my pleasure to meet and hang out with you guys It was really fun, keep up the good work. And the sidefx party rocks, the djs were playing some banging tracks including jason who did his thing on the 1's and 2's.The go-go dancer were awesome Untill next siggraph I am heading back to the lab hehe. Bjorn Quote Link to comment Share on other sites More sharing options...
Marc Posted August 13, 2004 Share Posted August 13, 2004 Yeah it was good to meet you slade... however briefly . Next time hopefully I'll be able to make more parties :afro: Quote Link to comment Share on other sites More sharing options...
anakin78z Posted August 13, 2004 Share Posted August 13, 2004 Man, I feel like I have a hangover... wait, I may actually have a hangover... :coffee1: but anyway, siggraph was exhausting. A few observations: -Sidefx parties & ug meetins rock. I went to the Pixar/Renderman one, and it was totally lame in comparison. -Slade knows how to party. He really did enjoy those gogo dancers -DJ Jason knows how to spin them tunes :dj: -matrixnan has bad luck at restaurants, but it got us a bunch of free food . He was also mistaken for a sniper by a girl who loves nerds. -The sesi booth was cool, and had comfortable couches. -Sony people didn't get nearly enough time off to hang out. -3d Labs employs really big intimidating people to talk about their products. -leaving your badge at home really sucks. -there's never enough time to see everything. -walking around with at 17 inch laptop on your back makes your neck and shoulders hurt a lot. -people really dig the get.hip doggy tags. It was fun though. See y'all next year. What's a "flora tools"? 13135[/snapback] I don't know if that's what they're called exactly, but Jeff Wagner was talking about a little pet project of his, which allows the easy creation of lots of plants. I saw a bit of this at the sesi booth. They created a forest of trees, then had some really neat controls to change things up. They could paint areas where trees would be deleted, they could paint the scale of the trees, they could paint the species of tree (that one I thought was totally cool), and they had very nice tools and interfaces for it all. Quote Link to comment Share on other sites More sharing options...
edward Posted August 14, 2004 Share Posted August 14, 2004 The flora tools I think are a bit more specific. You have a system of digital assets which you combine together to make plants (and trees). Since they work with each other via attributes, it's really easy to spawn off variations like in the forest demo that Rob gave at the booth. Quote Link to comment Share on other sites More sharing options...
Guest xionmark Posted August 16, 2004 Share Posted August 16, 2004 The "The HDK is now free" line was a whole 'nother point, so I believe that its free for all license-holders. (Where is Mark Story??) Hi Jason! Cool eh? Thanks SESI!!!!! I'm pretty sure this will start with H7 right (I haven't read the rest of this thread yet, maybe someone else has answered this)? Maybe it would be OK now to have more HDK related info on the od[wiki]? Damn, I'm pretty bummed about missing the party, I got lost on the LA freeways ... I don't know how you guys deal with that every day ... I'd go bonkers!!! It was so great to meet a number of Houdini folks at the SESI meeting and at the booth, it was really great. I wish I could have met more of you folks, but than I guess there's next year. --Mark Quote Link to comment Share on other sites More sharing options...
Guest xionmark Posted August 16, 2004 Share Posted August 16, 2004 YeeeeeHaaaaa!!!!! :PA great big thanks goes to Mark Story for tirelessly pushing for that to happen. Thanks Mark! and Thanks SESI! Ah shucks, I was just being a nuisance ... Seriously, thanks so much SESI for opening this up to us, we'll make you proud! This will help the entire Houdini community I'm sure. --Mark Quote Link to comment Share on other sites More sharing options...
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