We can rasterize a geometry into a layer. But how to do the opposite?
For example, say I have a rasterized layer of a teapot. Then I edit the layer's pixels.
Then how could I reproject the edited result according the the camera used for rasterization and the teapot's UV, and generate a layer that can be used as the teapot's texture?
Copernicus: how to reproject (opposite of rasterize?)
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- kodra
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- PHENOMDESIGN
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Does the technique in time mark 1.36.00 here at "Houdini Hangout" help?
https://www.youtube.com/watch?v=hLa78ncQbTE&t=6154s [www.youtube.com]
https://www.youtube.com/watch?v=hLa78ncQbTE&t=6154s [www.youtube.com]
PHENOM(enological) DESIGN;
Experimental phenomenology (study of experience) is a category of philosophy evidencing intentional variations of subjective human experiencing where both the independent and dependent variable are phenomenological. Lundh 2020
Experimental phenomenology (study of experience) is a category of philosophy evidencing intentional variations of subjective human experiencing where both the independent and dependent variable are phenomenological. Lundh 2020
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- jsmack
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- kodra
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Thank you very much jsmack!
That being said, I feel it's really something should be built-in... there are so many nodes to bring data between 2D and 3D space, but not this?
By the way toNDC should be the built-in way to transfer world position to camera position. But somehow it returns clip space (?) not NDC so you need to divide by w yourself.
That being said, I feel it's really something should be built-in... there are so many nodes to bring data between 2D and 3D space, but not this?
By the way toNDC should be the built-in way to transfer world position to camera position. But somehow it returns clip space (?) not NDC so you need to divide by w yourself.
Edited by kodra - July 16, 2024 21:45:53
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- kodra
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PHENOMDESIGN
Does the technique in time mark 1.36.00 here at "Houdini Hangout" help?
https://www.youtube.com/watch?v=hLa78ncQbTE&t=6154s [www.youtube.com]
Well I watched for a few minutes from 1:36:00... and I didn't find he showing any technique. He just added some nodes and deleted them. Do you mean this?
But it doesn't look like a reprojection from camera space to texture space either.
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- jsmack
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kodra
By the way toNDC should be the built-in way to transfer world position to camera position. But somehow it returns clip space (?) not NDC so you need to divide by w yourself.
toNDC was generating corrupt values for me, so I think it's not well defined here.
kodra
That being said, I feel it's really something should be built-in... there are so many nodes to bring data between 2D and 3D space, but not this?
I don't think there is a node, but I'm sure there is some openCL helper function for transforming the space.
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- kodra
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jsmackkodra
By the way toNDC should be the built-in way to transfer world position to camera position. But somehow it returns clip space (?) not NDC so you need to divide by w yourself.
toNDC was generating corrupt values for me, so I think it's not well defined here.
I've reported toNDC() issue to SideFX and they told me it's fixed... I guess not? I didn't try it myself again.
Edited by kodra - July 16, 2024 22:24:17
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- jsmack
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kodrajsmackkodra
By the way toNDC should be the built-in way to transfer world position to camera position. But somehow it returns clip space (?) not NDC so you need to divide by w yourself.
toNDC was generating corrupt values for me, so I think it's not well defined here.
I've reported toNDC() issue to SideFX and they told me it's fixed... I guess not? I didn't try it myself again.
It might be fixed in a newer version than I have installed.
Edited by jsmack - July 17, 2024 00:07:52
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- kodra
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Another thing is jsmack's solution retrieves camera information from SOP. Is it possible to somehow pipe the camera information into COP instead of referring to an SOP every time I need it?
https://www.sidefx.com/docs/houdini/nodes/cop/cameraimport.html [www.sidefx.com]
It seems like it's possible... but not sure how.
https://www.sidefx.com/docs/houdini/nodes/cop/cameraimport.html [www.sidefx.com]
It seems like it's possible... but not sure how.
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- PHENOMDESIGN
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kodra
But it doesn't look like a reprojection from camera space to texture space either.
Sorry I did not catch the camera space, I confused for view space. You can try the Slap Comp that brings in a Solaris AOV. I imagine you can get a texture space readout from there?
https://www.sidefx.com/docs/houdini/copernicus/slap_comp.html [www.sidefx.com]
I saw the technique in Rohani Dalvi's video here: Houdini 20.5 - toon shading using copernicus [www.youtube.com]
It is not in SOPs though.
PHENOM(enological) DESIGN;
Experimental phenomenology (study of experience) is a category of philosophy evidencing intentional variations of subjective human experiencing where both the independent and dependent variable are phenomenological. Lundh 2020
Experimental phenomenology (study of experience) is a category of philosophy evidencing intentional variations of subjective human experiencing where both the independent and dependent variable are phenomenological. Lundh 2020
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