Deng Luo
rodenluo
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Recent Forum Posts
The implementation details of "VDB from Particle Fluid" 2023年2月26日7:41
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
Custom Point GLSL shader via HDK Primitive Render Hook 2022年12月2日5:41
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
Recompile the built-in GLSL code on the fly? 2022年11月27日2:29
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