Jason Posted January 13, 2009 Share Posted January 13, 2009 That is gorgeous:-D Quote Link to comment Share on other sites More sharing options...
michael Posted January 13, 2009 Share Posted January 13, 2009 wow...really nice... looking forward to more Quote Link to comment Share on other sites More sharing options...
stevenong Posted January 13, 2009 Share Posted January 13, 2009 w o w Yes, that's gorgeous! Keep up the great work! Cheers! steven Quote Link to comment Share on other sites More sharing options...
dbukovec Posted January 13, 2009 Share Posted January 13, 2009 well mondi, thats awesome! SESI could hire You, so Houdini could have the ultimate OpenGL view ) Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted January 13, 2009 Share Posted January 13, 2009 Very nice indeed! Quote Link to comment Share on other sites More sharing options...
mondi Posted January 15, 2009 Author Share Posted January 15, 2009 Thanks guys, the kind words are much appreciated. I'm going to take a brief break from working on the rendering pipeline, and start concentrating on integration and "system" features for a bit. But I'll keep experimenting and posting images as time allows. Let me know if there any specific features you'd like to see in the future too - it'd be nice to have some directed research to do. (That way I can ignore the huge pile of whitepaper's I already have built up ) Quote Link to comment Share on other sites More sharing options...
0rr Posted January 16, 2009 Share Posted January 16, 2009 (edited) eh ... I am a complete houdini noob ... but is there anyway you're going to release this / make it avaible for anyone? I also wonder how fast it is? Edited January 16, 2009 by 0rr Quote Link to comment Share on other sites More sharing options...
DaJuice Posted January 16, 2009 Share Posted January 16, 2009 Hotdamn, that's rather sexy mondi. Good stuff. Quote Link to comment Share on other sites More sharing options...
mondi Posted February 6, 2009 Author Share Posted February 6, 2009 Not much new, mostly quality tweaks + got rid of a lot of noisiness / sampling errors in the postfx pass. There's also a little transparency in the material here + a rough pass at splitting the scene up into depth layers. This break may take a little longer than anticipated, unfortunately with the job market the way it is, I'm having to seriously retool and start looking for work outside my comfort zone. I'll keep working on this as much as I can though . @0rr - Like I mentioned earlier, as soon as I have time to clean up some of the code, I'd like to release this for people to mess with. Speed varies a lot right now but I rarely dip below 10 fps. For most of the images here, any slowdown is entirely in the scene calculation, not in the renderer. Quote Link to comment Share on other sites More sharing options...
Jason Posted February 6, 2009 Share Posted February 6, 2009 So lovely . Are you treating transparent geometry (Alpha attr) and shaded Volume primitives different when using SSAO? Quote Link to comment Share on other sites More sharing options...
mondi Posted February 7, 2009 Author Share Posted February 7, 2009 So lovely . Are you treating transparent geometry (Alpha attr) and shaded Volume primitives different when using SSAO? Not currently, but I have plans for an occlusion density attribute, that could trivially be linked to alpha / volume density / material override etc, I'll throw that in when I clean up the current shaders. Hmm - gets me thinking about a some sort of screen (well - light) space light dispersion / transmittance based on alpha and a refraction index .. between that and factoring color into the SSAO pass, you could get some really subtle and beautiful color bleed... hmmmmmm Quote Link to comment Share on other sites More sharing options...
mondi Posted February 7, 2009 Author Share Posted February 7, 2009 Also - a quick question: I'm looking to add support for non-poly surfaces soon - Am I right in assuming that I can use GEO_Primitive::evaluatePoint() etc in my tessellation routines? - Or is there a better way to retrieve a surface approximation? Quote Link to comment Share on other sites More sharing options...
mondi Posted February 11, 2009 Author Share Posted February 11, 2009 Non-poly surfaces are in. This is a working pass, so most pretty stuff is turned off. Base primitives (sphere etc) aren't supported, but all the Hull types seem to work. Quote Link to comment Share on other sites More sharing options...
Jason Posted February 11, 2009 Share Posted February 11, 2009 Non-poly surfaces are in. This is a working pass, so most pretty stuff is turned off. Base primitives (sphere etc) aren't supported, but all the Hull types seem to work. Goof studd! Quote Link to comment Share on other sites More sharing options...
mondi Posted February 22, 2009 Author Share Posted February 22, 2009 I've been spending the last few days playing around with some ideas for a short piece. These images are the sort of the aesthetic I'm going for. Working on this has made me focus a lot on the integration, stability and flexibility of the renderer in a more "production" environment, which is always a good thing. There's some post work of course - this isn't representative of typical renderer output, but all the layers going into the post pass are straight out of Houdini. Warning - the film will be 1080p, and unfortunately reducing the image size makes lots of detail disappear - so I haven't resized them at all: One of the big differences coming up will involve me making some new textures to work with, and thus changing the color scheme of everything a little - Although I'm really happy with the palette that the stuff I've been working with has been yielding, so they may just stay on a little longer .. Quote Link to comment Share on other sites More sharing options...
Matt_K Posted February 23, 2009 Share Posted February 23, 2009 Great stuff! Thanks for posting your progress - makes for interesting reading. Matt. Quote Link to comment Share on other sites More sharing options...
Andz Posted February 24, 2009 Share Posted February 24, 2009 Warning - the film will be 1080p, and unfortunately reducing the image size makes lots of detail disappear - so I haven't resized them at all: Looking great mondi, I can't wait to see it animated Quote Link to comment Share on other sites More sharing options...
mondi Posted February 27, 2009 Author Share Posted February 27, 2009 (edited) Some more stills, I'll render out the animation tonight and post it in the morning. I know this is getting a little off-topic - As penance, I've started writing the 2 main filters used in post for these images, as COPs. Edited February 27, 2009 by mondi Quote Link to comment Share on other sites More sharing options...
eetu Posted February 27, 2009 Share Posted February 27, 2009 Beautiful! Love the organic feel of it, can't wait to see it moving.. eetu. Quote Link to comment Share on other sites More sharing options...
mondi Posted February 27, 2009 Author Share Posted February 27, 2009 Compression and downscaling really flattens everything and pretty much destroys the detail, so heres a short sample for now. I'll have to figure out some way of getting the whole thing online with some kind of reasonable file size later. 1280x720, h.264 http://dyskinetic.com/stest_001/ Quote Link to comment Share on other sites More sharing options...
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