There is an overview of the process at the description of the Houdini XML Based Procedural Cities video (paragraphs 1 to 3 specifically)
http://cmivfx.com/tutorials/view/233/Houdini+XML+Based+Procedural+Cities [cmivfx.com]
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Technical Discussion » open source map data
- novodran
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Technical Discussion » Extract Geometry from Image ???????????????
- novodran
- 5 posts
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I ve some tutorials and they used to do it with the “trace” node in SHOPTake a look at Trace surface node.
http://www.sidefx.com/docs/houdini11.1/nodes/sop/trace [sidefx.com]
Technical Discussion » HDK: BV_KDOPTree problem
- novodran
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It seems that HDK's BV_KDOPTree/GU_KDOPTree cannot handle the polygons with the same barycenter and cause a segmentation fault. The problem is less esoteric than it might seem - I am experimenting with a BVH construction for a game collision geometry and polygons that differ only in vertex order are a necessity. Also the polygons doesn't have to be co-planar to crash Houdini - a same barycenter that is the fault condition.
I am attaching a test plug-in source and a test scene. I don't have access to Houdini 12 beta, so would be great if somebody could try it out with H12 to check whether the problem persists.
My guess is there is a bug in BV_KDOPTree implementation, but I might miss a point with something, in this case please advise me.
I am attaching a test plug-in source and a test scene. I don't have access to Houdini 12 beta, so would be great if somebody could try it out with H12 to check whether the problem persists.
My guess is there is a bug in BV_KDOPTree implementation, but I might miss a point with something, in this case please advise me.
Technical Discussion » Face normals: 32-bit vs 64-bit
- novodran
- 5 posts
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axebeak
Well, I think I know exactly why this happens, but I wonder how to deal with it in Python. Python runtime itself apparently suffers from the same problem, so computing the normal in Python produces yet another result (and again it's apparently different between platforms). I solved this using explicit SSE code via inlinecpp (essentially emulating Win64 results)
This is related to SSE vs FPU precision matters, right?
Houdini Lounge » Game example
- novodran
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Cool stuff!
A small fix for ATI cards: it would make the GLSL Toon material's fragment shader compile if you change saturate(val) function calls to clamp(val, 0.0, 1.0) and lerp to mix
A small fix for ATI cards: it would make the GLSL Toon material's fragment shader compile if you change saturate(val) function calls to clamp(val, 0.0, 1.0) and lerp to mix
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