Texture/Mask/Displacement Painting HDA, WIP

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Would this help? https://www.fxguide.com/fxfeatured/face-it-will-gemini-man/ [www.fxguide.com]
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Oh yes, very impressive work right there. I feel like that's a whole other type of development though. For now, I'll put it on the maybe pile
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What do you think of adding something like this to your scales workflow?

Attachments:
08_RepTile_Scale_Test_01_InitialTest.mp4 (1.4 MB)

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yes, thats definitely something in the works !
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You mentioned issues rendering a large number of scales. Have you considered turning them into primitives? https://www.sidefx.com/docs/houdini/model/primitives.html [www.sidefx.com]
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Hey Bennel,

what do you mean exactly ?
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I mean turning them into lightweight geometry.
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Right, I see, but that happens after, so that won't speed up the geo creation process
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Oh. I hope you'll come up with something.
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Thanks ! I'm looking intto opencl and using that to speed things up I already have the opencl speed gain with the smoothing part of the sculpt tool. If I can get my head wrapped around the whole opencl thing, I might be able to speed a lot of other things up, intersections, finding nearpoints, etc..

Performance isn't bad btw, it just drops to about 10-15 fps with a lot of scales. I'd like it to be as smooth as possible
Edited by Wout Tengrootenhuysen - Nov. 3, 2020 10:38:19
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How's it going with the opencl?
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Hi Bennell,

haven't looked into yet lately, I'm doing some commissioned work at the moment
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Would this paper help you in developing your HDA when you're back to working on it?

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Generation of Organic Textures with Controlled Anisotropy and Directionality.pdf (364.3 KB)

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Perhaps, I'm a little out of it at the moment, Let's see when I get back into it
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What about using subdivision surfaces for smaller scales and render them as scales using displacement at rendertime?
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Maybe, yes, thing is, I do my rendering in Octane, so I'm not familiar with Mantra..
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I read about rendering subdivision surfaces with displacement from the RepTile paper I gave you and a paper about procedural mosaic arrangement. It describes a vector shader used for geometric tiles. Would perturbing normals be possible for your HDA?

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Procedural Mosaic Arrangement.pdf (2.2 MB)

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I have thought about shaders / Octane OSL because doing things like this on the GPU would give a lot of possibilities and speed improvements but it is a different approach entirely. So another one for the maybe pile
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Yes yes yes, super cool. I had a moment of inspiration an decided to try a completely new approach. Instead of creating the geo and then finding the intersections ( which works but is too slow for my liking) I am now actually growing the scales which gives very nice and beautiful results and on top of that it is much faster !! Yaaaaaaaaay
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Great! Can you show that?
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