Wolfwood Posted April 13, 2003 Share Posted April 13, 2003 For those of you who are fimilar with PRMan's ray labels you might want to check out this thread. http://www.sidefx.com/forum/viewtopic.php?t=923 Its a poor man's version of how I think PRMan's ray labels work. Its a hack but it works and I provided a simple example. If you have any questions or flames let send 'em my way. jim. Pizza is calling me.... Quote Link to comment Share on other sites More sharing options...
Jason Posted April 13, 2003 Share Posted April 13, 2003 Hey Wolfwood, This is a pretty cool idea, well done! Of course it's second prize to hijack something intended for another purpose, but I guess if push comes to shove, this'll do it! Thanks for the tip! Jason Quote Link to comment Share on other sites More sharing options...
Wolfwood Posted April 13, 2003 Author Share Posted April 13, 2003 Of course it's second prize to hijack something intended for another purpose, but I guess if push comes to shove, this'll do it! Hehe first prize goes to SESI when they put in similar functionality. jim. Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted April 15, 2003 Share Posted April 15, 2003 Not sure...but what if.... surface sss ( blabla = 0.8; balbal = 0.2; WhoAmI = "SSSObject1"; //object name ) { ... ... ... if (getraylevel() != 0 && getobjectname() == WhoAmI) // secondary ray caused by irradiance call from THIS object { .... .... .... Cf = ambient + diffuse ; // simple BRDF... } else // primary ray or secondary ray from unknown object (reflection,refraction...) { .... .... .... .... Cf = ambient + diffuse + specular + irradiance(P, -N); // } } Quote Link to comment Share on other sites More sharing options...
Wolfwood Posted April 15, 2003 Author Share Posted April 15, 2003 I was just trying to mimic ray labels in general. However, I think your way would be a lot better for SSS. VEX cleverness...yummy. jim. Quote Link to comment Share on other sites More sharing options...
Wolfwood Posted April 16, 2003 Author Share Posted April 16, 2003 Then again couldn't you just use string coolname = getobjectname() ; yummy_color = reflectlight(P, N, "scope", coolname,....); jim. Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted April 16, 2003 Share Posted April 16, 2003 It was hard to understand the sense of the getobjectname function at 1 A.M. But it looks like irradiance(....."scope", getobjectname()) works properly. It would be cool if there was string getobjectname(int RayLevel) function in Houdini 6.5 Quote Link to comment Share on other sites More sharing options...
danteA Posted April 21, 2003 Share Posted April 21, 2003 Has anyone considered using image3d shaders for doing subsurface scattering? Quote Link to comment Share on other sites More sharing options...
Jason Posted April 21, 2003 Share Posted April 21, 2003 Yeah, we did - twice. You can get pretty far but we ran into accuracy and aliasing issues when we tried to treat the i3d as a photon map type of concept - and had to cope with deforming objects. You can get pretty good results on rigid objects, though. We didn't have time to finish it off before another project came in and took us away. It was a very interesting and fun exercise. Quote Link to comment Share on other sites More sharing options...
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