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Jason

PCPack : subsurface, ambient occlusion, etc

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yeah me too I would like to see some hip file with both which generates ptc and as well as sss pls post the hip files to observe...

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some improvement of idea to store occlusion data in low-res point cloud and interpolate it on render:

image 01 - adaptive occlusion, produced by gather loop.

image 02 - occlusion? produced by occlusion() vex function.

image 03 - abs(max_occl-min_occlusion). min_occl and max occlusion detected from point cloud in neighborhood of shading point P.

image 04 - mask. white color is the place, where evalueted true occlusion (gather loop). black color - where occlusion interpolated from point cloud.

results for image 01:

Render Time: 10.953u 0.375s 28.60r
Memory:  84.50 MB of 94.23 MB arena size. VM Size: 303.25 MB

results for image 02:

Render Time: 21.328u 0.890s 50.80r
Memory:  224.04 MB of 300.50 MB arena size. VM Size: 372.54 MB

untitled.rar - scene file.

material1 - is the fast beta test of this idea.

material2 - is the more usful version, used otl (pcOcclusion_v01.rar) to inplement. used to produce image01.

material3 - is simple occlusion vex builder node. used to produce image02.

post-3849-125770611759_thumb.jpg

post-3849-125770612813_thumb.jpg

post-3849-125770613669_thumb.jpg

post-3849-125770614493_thumb.jpg

untitled.rar

pcOcclusion_v01.rar

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This Point Cloud shader pack contains three shaders which utilize point-clouds.

pcplastic - simulates many point lights

fastgi.vfl - fast ambient occlusion

sfsss.vfl - fast subsurface scattering.

Thanks to Mark Elendt who sent this in...

Hi Jason,

These shaders still work on latest Houdini versions? H11 etc??

Thanks.

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hi slayerk,

i'm just finding this thread and trying to get my head around the original posts. I looked at your movies and the second one, test_v02.mov is really cool, but it looks quite different from what I'm getting when I render out with your hip file. In the first video, test.mov, and when I render from your attached hip file the light seems to be really bright and hard edged, whereas in the second video it looks really soft and has better falloff/decay. Care to shed some light (;P) on the difference? It would be much appreciated, it seems so fast doing light instancing in this manner.

thanks!

lighting from point cloud. only improvement is casting ray-traced shadows.

working even more faster then light-instancing with a large number of points.

(in scene no light sources and light-instancing)

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