Bennell
Nov. 2, 2020 10:40:55
Wout Tengrootenhuysen
Nov. 2, 2020 10:49:59
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
Bennell
Nov. 2, 2020 11:07:31
What do you think of adding something like this to your scales workflow?
Wout Tengrootenhuysen
Nov. 2, 2020 11:32:54
yes, thats definitely something in the works !
Bennell
Nov. 3, 2020 08:42:13
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]
Wout Tengrootenhuysen
Nov. 3, 2020 09:53:54
Hey Bennel,
what do you mean exactly ?
Bennell
Nov. 3, 2020 10:06:35
I mean turning them into lightweight geometry.
Wout Tengrootenhuysen
Nov. 3, 2020 10:16:01
Right, I see, but that happens after, so that won't speed up the geo creation process
Bennell
Nov. 3, 2020 10:30:21
Oh. I hope you'll come up with something.
Wout Tengrootenhuysen
Nov. 3, 2020 10:37:40
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
Bennell
Nov. 10, 2020 08:48:20
How's it going with the opencl?
Wout Tengrootenhuysen
Nov. 10, 2020 13:16:36
Hi Bennell,
haven't looked into yet lately, I'm doing some commissioned work at the moment
Bennell
Nov. 10, 2020 13:29:29
Would this paper help you in developing your HDA when you're back to working on it?
Wout Tengrootenhuysen
Nov. 11, 2020 00:05:33
Perhaps, I'm a little out of it at the moment, Let's see when I get back into it
Bennell
Nov. 16, 2020 08:37:25
What about using subdivision surfaces for smaller scales and render them as scales using displacement at rendertime?
Wout Tengrootenhuysen
Nov. 16, 2020 13:34:17
Maybe, yes, thing is, I do my rendering in Octane, so I'm not familiar with Mantra..
Bennell
Nov. 16, 2020 14:38:52
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?
Wout Tengrootenhuysen
Nov. 16, 2020 14:45:53
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
Wout Tengrootenhuysen
Nov. 22, 2020 23:22:54
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
Bennell
Nov. 23, 2020 15:33:17
Great! Can you show that?