Jump to content

PCPack : subsurface, ambient occlusion, etc

Recommended Posts

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...

Share this post

Link to post
Share on other sites

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.







Share this post

Link to post
Share on other sites

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??


Share this post

Link to post
Share on other sites

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.


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)

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now