Mario Marengo Posted August 10, 2004 Share Posted August 10, 2004 Here's a version of the shader, and a demo hip. The sss functions support varying scattering attributes (like texture maps), but the shader doesn't make use of it as this info would need to get pre-baked into the point cloud itself (at the sop level) and it just complicates things for this demo. There are lots of details in there, but instead of going into some long-winded explanation right now, I'll just put it out there and answer questions as they come The demo hip file produces the following image: ... which in my system, renders in 2m59s (the more translucent the material, the longer it takes because it has to integrate over a larger volume... and the teapot is pretty translucent). Again; lots to talk about, but I'll wait until people (Simon ) have had a chance to look at the code; then we can chat. Here's the bundle Cheers! @Marc: Again; I can't see a way to attach images.. is it not enabled in this forum? Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted August 10, 2004 Share Posted August 10, 2004 Thanx, Mario! I love your teapot Quote Link to comment Share on other sites More sharing options...
MADjestic Posted August 10, 2004 Share Posted August 10, 2004 :cry2: java script:add_smilie(":cry2:") that's so coooool... Quote Link to comment Share on other sites More sharing options...
sibarrick Posted August 10, 2004 Share Posted August 10, 2004 Wow, there's a lot of stuff in there Mario, most of it is over my head. I'm a hack master only, this is real live hard core math. Thanks for giving it away though , I think I can figure out enough to use it, even if I don't understand it. Sure makes pretty pictures, I guess I can retire the old SS otl. Out of curiousity were you working on this with Sesi before I posted that? I have another mad idea for the point cloud functions, I bet even you can't guess what though..... Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted August 10, 2004 Author Share Posted August 10, 2004 Out of curiousity were you working on this with Sesi before I posted that? 13153[/snapback] Nope. At that point I had an in-house solution that involved a *lot* of ray tracing, and was based on the ILM/Hery approach. It took much longer to render, naturally, but it gave me a chance to get cosy with the math... so that when I started working on this version, it was just a matter of learning the point-cloud tools and applying it. This version was written two weeks before the user group meeting, bouncing some stuff off Mark Elendt. (we found a nasty bug with shadows and point clouds in the process, which he fixed literally a couple of days before siggraph... Mark rocks! ) I have another mad idea for the point cloud functions, I bet even you can't guess what though..... 13153[/snapback] You got me this time. Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted August 10, 2004 Author Share Posted August 10, 2004 Oh crap! I just realized there was one header missing from the bundle (AV_pcloud.h). Meaning it wouldn't have compiled for you... I've now added it to the bundle in the original post. Sorry. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted August 10, 2004 Share Posted August 10, 2004 You got me this time. 13156[/snapback] Well i'm not sure if it will work yet, it's a bit off base. I was toying around with texture synthesis over arbitary manifolds, and not being able to use the hdk I hit a bit of a brick wall. Vex sops just couldn't handle the number of points required, but I wondering now if there is a way into this with point clouds directly rendering a solution into a texture map. It might not be possible, maybe hdk is the only way, but I'd like to see something like this in Houdini eventually. You ever done anything with texture synthesis Quote Link to comment Share on other sites More sharing options...
Marc Posted August 10, 2004 Share Posted August 10, 2004 Hey Mario You are correct, uploads were not enabled in this forum. They are now though... If you notice anymore then feel free to pm me and I'll change them.. Still busy working the kinks out here Also, I'll put your bundle up in the codex.... er... shortly oh, and by the way : :notworthy: Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted August 10, 2004 Author Share Posted August 10, 2004 Well i'm not sure if it will work yet, it's a bit off base. I was toying around with texture synthesis over arbitary manifolds, and not being able to use the hdk I hit a bit of a brick wall. You ever done anything with texture synthesis 13163[/snapback] I guess you're talking about the Mark Levoy paper (SIG,2001)? -- pretty cool stuff! I can't say I've looked at it in any detail though. I'd have to read it before I can get a feel for whether point clouds would help in that case... maybe someone else here has tried it (Jens ?)... I'll have a look. Cheers! Quote Link to comment Share on other sites More sharing options...
sibarrick Posted August 11, 2004 Share Posted August 11, 2004 I guess you're talking about the Mark Levoy paper (SIG,2001)? -- pretty cool stuff! 13165[/snapback] That and several others, you have to keep an open mind, point clouds aren't an obvious solution, but they might help, or something like them. Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted August 14, 2004 Share Posted August 14, 2004 I have a question about "pcunshaded lifetime" Whether the point is considered as "already shaded" if it has been counted 24.7 seconds ago during calculation of previous bucket ??? Quote Link to comment Share on other sites More sharing options...
crunch Posted August 14, 2004 Share Posted August 14, 2004 It's my understanding that the "lifetime" for an unshaded point is the duration of the render. Thus, if the point is pcexported, then it's no longer unshaded for the rest of the render. I don't know what happens in OP contexts though. If a point is unshaded in a SOP and we export a value to the point, when can we expect that point to be unshaded again? I would expect the next time we run the VEX code, but then again, I could be wrong. If you render multiple images in a single IFD, I'm not sure what would happen either. Would you be required to re-shade each point for each image? Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted August 16, 2004 Author Share Posted August 16, 2004 Hey Andrew, Yes; what Crunch said The lifetime, as per the docs, is "until the texture cache is flushed". In the case of the shading contexts, this can be safely taken to mean "until the frame is done rendering" (and multiple frames are multiple calculations, yes). And in the OP contexts, I would imagine you could take it to mean "until the end of the cooking"... at least that's how I read it, but I'm not 100% on that last one. Hope that helps. Quote Link to comment Share on other sites More sharing options...
Jason Posted August 16, 2004 Share Posted August 16, 2004 Hey all, I havent yet commented on this, but GREAT job, Mario! I may be using this type of this pretty soon, actually. After speaking very briefly with Mark about pc-textures, he mentioned that the spec does include the potential to be able to write out the pc-textures to disk after calculation. This is more in line with traditional caching and should allow full caching of the resultant illumination (or whatever you're using these for). Anyhow, we're all back from SIGGRAPH (at least mentally) and excited by the good stuff coming up! Cheers, Jason Quote Link to comment Share on other sites More sharing options...
michael Posted August 19, 2004 Share Posted August 19, 2004 moved this topic to the Rendering section -I expect there will be more topics like this in the near future so I thought it best to have them all together. Quote Link to comment Share on other sites More sharing options...
Jason Posted September 30, 2004 Share Posted September 30, 2004 fyi, there is a wiki page started on point-clouds and their uses... http://www.odforce.net/wiki/index.php/VexPointCloud Quote Link to comment Share on other sites More sharing options...
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