eetu Posted February 8, 2017 Author Share Posted February 8, 2017 (edited) (It's not yet clear to me where I will post what, but this seems fit to archive here) Texture Bombing Method1: Method2: For contrast, regular wrap: This is a straightforward implementation of Inigo Quilez’s texture bombing shader. It’s a vop node, so you can easily use it as a building block in a material. 2017_02_07_ee_texbomb_v001.hip ee_texbomb.hda Edited February 8, 2017 by eetu 1 Quote Link to comment Share on other sites More sharing options...
eetu Posted February 8, 2017 Author Share Posted February 8, 2017 (edited) For completeness' sake; at the moment I'm collecting small pseudo-daily tests at https://dailyhip.wordpress.com/ EDIT: also, 1000th post, yay! Edited February 8, 2017 by eetu 6 Quote Link to comment Share on other sites More sharing options...
davpe Posted February 9, 2017 Share Posted February 9, 2017 Some time ago, I managed to achieve this texture bombing thing with point clouds and slightly rewired uvtriplanar VOP, so you can instance your texture onto points in the point cloud and the projection will be correctly oriented against the normal (depends how far uv triplanar can push it - it's not great but may be fine in many cases). and it doesn't need uvs. I'm pretty sure there is much more elegant way how to do this, but anyway, check the hip file if you care. above implementation looks nice. the code is a bit over my head but maybe I will be able to steal some nice ideas, thanks texture_scattering.hiplc Quote Link to comment Share on other sites More sharing options...
eetu Posted February 9, 2017 Author Share Posted February 9, 2017 (edited) Yeah I suppose my setup above isn't really "texture bombing" in a strict sense, more "broken-up repetition" or "randomized wrapmode" or "aperiodic repeat". "Texture bombing" is more immediately understandable, though Solitude has a more fully featured proper texture bombing setup at http://fx-td.com/?page_id=544 Edited February 9, 2017 by eetu 1 Quote Link to comment Share on other sites More sharing options...
davpe Posted February 9, 2017 Share Posted February 9, 2017 this shader for proper bombing looks great! exactly what i was trying to do but haven't pushed it that far yet unfortunately it seems hip files there are crippled so I can't open it. bummer... .-/ helpful anyway. Quote Link to comment Share on other sites More sharing options...
caskal Posted February 23, 2017 Share Posted February 23, 2017 On 28/9/2011 at 7:35 AM, eetu said: An adventure into generative art. I ran into Multi-Scale Turing Patterns, and thought it would be fun to try and do that for volumes. It was satisfying to be able to do it with volume SOPs and VOPs without needing to write any code Viewport flipbooks [mov] [mov] Renders [mov] [mov] I also tried putting a point light inside the volume and rendering with scattering, and got this nice happy accident: Most of the scatter tests looked like crap, but I hope I'll get a cool animation rendered soon. Hey eetu, first of all thanks for this amazing thread and sharing your knowledge, I'm thrilled by this stuff you made, I readed the site you posted but I get kinda lost, can you share some tips on how to create this kind of stuff? I'm a designer and started using houdini to do abstracts like these, right now I'm learning mantra but never played with volumes yet. Best part is that you said you didnt used vex, wich scares me as hell. Keep it up! cheers! Quote Link to comment Share on other sites More sharing options...
eetu Posted February 28, 2017 Author Share Posted February 28, 2017 I thought I had lost the hip file for the Multi-scale Turing Patterns, but finally I found it. It was using the old proto_install Feedback SOP so I converted that to using Solver SOP. 2017_02_28_ee_mccabe_v001.hiplc 6 Quote Link to comment Share on other sites More sharing options...
caskal Posted March 1, 2017 Share Posted March 1, 2017 On 28/2/2017 at 5:41 AM, eetu said: I thought I had lost the hip file for the Multi-scale Turing Patterns, but finally I found it. It was using the old proto_install Feedback SOP so I converted that to using Solver SOP. 2017_02_28_ee_mccabe_v001.hiplc You made my day man! will analize this scene now, thanks a lot for sharing, love this result Quote Link to comment Share on other sites More sharing options...
caskal Posted March 1, 2017 Share Posted March 1, 2017 Jesus @eetu I thought it was a fair simple setup until I get into the solver, crazy amount of knowledge dude, will have some weeks to study this process, thanks again! Quote Link to comment Share on other sites More sharing options...
eetu Posted March 30, 2017 Author Share Posted March 30, 2017 Stereographic (as in stereographic projection) fisheye lens with a FOV parameter. 2017_03_30_ee_stereographic_lens.hip undo_stereographic_lens.hda Quote Link to comment Share on other sites More sharing options...
Librarian Posted November 30, 2020 Share Posted November 30, 2020 @eetu You make Edit in the Old Posts Nice ..Like it ..please add more experiments Quote Link to comment Share on other sites More sharing options...
eetu Posted November 30, 2020 Author Share Posted November 30, 2020 Yeah the bit rot had gotten quite bad. Some of the oldest images seem to have gone the way of the Dodo, but most of the missing images/videos I was able to find and re-link. And yeah, should post more. Thanks! Quote Link to comment Share on other sites More sharing options...
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