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Technical Discussion » Count of Selected Points/Faces
- rodenluo
- 8 posts
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It would be very nice to have a few new rows in the geometry spreadsheet. These rows can be toggled so they are only calculated upon the user's request. They can show the info for the currently selected points (or other primitives). This info can be, for example, the total number of selected points, the average/sum of the positions, and other attributes. If there is already such a feature, please kindly let me know. Thanks!
Technical Discussion » The implementation details of "VDB from Particle Fluid"
- rodenluo
- 8 posts
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Hi,
I can dive into "Particle Fluid Surface" and find it uses "VDB from Particle Fluid". There is a parameter in both of them, called "Particle Separation". I would like to set this parameter for each point differently according to the point's attributes(and probably also the surrounding density). Is it possible for me to know the implementation details of "VDB from Particle Fluid" and what "Particle Separation" is doing? And can I extend this node in Houdini or is there any open-source alternative?
Thanks,
Roden
I can dive into "Particle Fluid Surface" and find it uses "VDB from Particle Fluid". There is a parameter in both of them, called "Particle Separation". I would like to set this parameter for each point differently according to the point's attributes(and probably also the surrounding density). Is it possible for me to know the implementation details of "VDB from Particle Fluid" and what "Particle Separation" is doing? And can I extend this node in Houdini or is there any open-source alternative?
Thanks,
Roden
Technical Discussion » Custom Point GLSL shader via HDK Primitive Render Hook
- rodenluo
- 8 posts
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Dear,
I would like to have custom shading for the point primitive in the viewport. I tried `Houdini 19.5.435\toolkit\samples\GUI\GUI_PrimFramework.C`. It has `#define DESIRED_PRIM_TYPE GA_PRIMNONE` defined. So I guess it is set for point primitive. The sample code successfully build and the app launched. But I don't see any effect. Also, the `std::cerr << "Create new hook" << std::endl;` in `GUI_PrimFrameworkHook::createPrimitive` is not invoked. I wonder how can I achieve this? Any help is much appreciated.
PS: I tried the `Houdini 19.5.435\toolkit\samples\GUI\GUI_PolySoupBox` example as well. It builds well but I don't know how I can see the effect. The `Houdini 19.5.435\toolkit\samples\tetprim` worked quite well. But I want to change the default point's shading rather than develop a new primitive.
PSS: If I change the `#define DESIRED_PRIM_TYPE GA_PRIMNONE` to `GA_PRIMPOLY`. It builds. But when I create a polyline, the app crashed.
Thanks,
Roden
I would like to have custom shading for the point primitive in the viewport. I tried `Houdini 19.5.435\toolkit\samples\GUI\GUI_PrimFramework.C`. It has `#define DESIRED_PRIM_TYPE GA_PRIMNONE` defined. So I guess it is set for point primitive. The sample code successfully build and the app launched. But I don't see any effect. Also, the `std::cerr << "Create new hook" << std::endl;` in `GUI_PrimFrameworkHook::createPrimitive` is not invoked. I wonder how can I achieve this? Any help is much appreciated.
PS: I tried the `Houdini 19.5.435\toolkit\samples\GUI\GUI_PolySoupBox` example as well. It builds well but I don't know how I can see the effect. The `Houdini 19.5.435\toolkit\samples\tetprim` worked quite well. But I want to change the default point's shading rather than develop a new primitive.
PSS: If I change the `#define DESIRED_PRIM_TYPE GA_PRIMNONE` to `GA_PRIMPOLY`. It builds. But when I create a polyline, the app crashed.
Thanks,
Roden
Technical Discussion » Recompile the built-in GLSL code on the fly?
- rodenluo
- 8 posts
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After I changed the built-in GLSL code (e.g., C:\Program Files\Side Effects Software\Houdini 19.5.435\houdini\glsl\decor\GL32\normal.frag), I have to relaunch Houdini to see the effect. Wondering if there is a button or something that can recompile these built-in shaders on the fly so that the user doesn't have to relaunch the whole Houdini.
Thanks,
Roden
Thanks,
Roden
Technical Discussion » How is "Primitive Type: Primitive" rendered and customized?
- rodenluo
- 8 posts
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Thanks, malexander! I initially put the material network inside the geo, and put my custom glsl node inside the material network, and then applied the material after the sphere (Primitive type: Primitive). The custom glsl is not taking effect.
But after I moved the material network one level up inside the obj, it works!
I will see if I can leverage this custom glsl to render impostors. Thanks!
But after I moved the material network one level up inside the obj, it works!
I will see if I can leverage this custom glsl to render impostors. Thanks!
Technical Discussion » How is "Primitive Type: Primitive" rendered and customized?
- rodenluo
- 8 posts
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See the attachment for the difference in shading.
Edited by rodenluo - 2022年8月17日 10:52:08
Technical Discussion » How is "Primitive Type: Primitive" rendered and customized?
- rodenluo
- 8 posts
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Hi,
If I have a sphere with "Primitive Type: Polygon", then I can attach a shader to it and change the color. Or even, I can create a custom shader with custom vertex and fragment shaders. All the changes can be revealed in the viewport rendering.
However, if I have a sphere with "Primitive Type: Primitive", then, I cannot even apply a custom material. I guess that's because there are no faces as primitive and the material only works with faces (or probably also lines, I'm new to Houdini, not quite sure here). But in the viewport, there is indeed a sphere with a white base color shaded. I found I can attach a color node and change the shading color. My question is how can I create custom vertex and fragment shaders to control the shading of "Primitive Type: Primitive" in the viewport?
PS: I want to achieve sphere impostor and cylinder impostor rendering in the viewport.
Related post in Houdini forum: https://www.sidefx.com/forum/topic/84903/ [www.sidefx.com]
Sphere impostor: https://paroj.github.io/gltut/Illumination/Tutorial%2013.html [paroj.github.io]
Cylinder impostor: https://stackoverflow.com/questions/9595300/cylinder-impostor-in-glsl [stackoverflow.com]
Thanks,
Roden
If I have a sphere with "Primitive Type: Polygon", then I can attach a shader to it and change the color. Or even, I can create a custom shader with custom vertex and fragment shaders. All the changes can be revealed in the viewport rendering.
However, if I have a sphere with "Primitive Type: Primitive", then, I cannot even apply a custom material. I guess that's because there are no faces as primitive and the material only works with faces (or probably also lines, I'm new to Houdini, not quite sure here). But in the viewport, there is indeed a sphere with a white base color shaded. I found I can attach a color node and change the shading color. My question is how can I create custom vertex and fragment shaders to control the shading of "Primitive Type: Primitive" in the viewport?
PS: I want to achieve sphere impostor and cylinder impostor rendering in the viewport.
Related post in Houdini forum: https://www.sidefx.com/forum/topic/84903/ [www.sidefx.com]
Sphere impostor: https://paroj.github.io/gltut/Illumination/Tutorial%2013.html [paroj.github.io]
Cylinder impostor: https://stackoverflow.com/questions/9595300/cylinder-impostor-in-glsl [stackoverflow.com]
Thanks,
Roden
Houdini Learning Materials » Request: Custom Viewport Shaders
- rodenluo
- 8 posts
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Hi, I'm also interested in this track. Although it is discouraged by lewis_T, as a new graphics programmer, I really enjoy the real-time Geometry Spreadsheet and I would call Houdini the Best IDE for graphics I have ever known.
The only extra thing I have found is HDK Custom Viewport Rendering: https://www.sidefx.com/docs/hdk/_h_d_k__viewport.html. [www.sidefx.com]
The only extra thing I have found is HDK Custom Viewport Rendering: https://www.sidefx.com/docs/hdk/_h_d_k__viewport.html. [www.sidefx.com]
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