[Sidefx-houdini-list] Point cloud rendering

Simon Kapeniak szymon.kapeniak at gmail.com
Mon Oct 27 15:09:49 EDT 2008


Yes, as far as I remember there was a problem with that Vop (VOP interface
changed?). But vex vode provided by doc works just fine. Make a new otl and
here you go. (you should comment printf() statment in code).


2008/10/27 Andy Nicholas <andy at andynicholas.com>

> Very strange. I tried both Olex's method, and the hip file from the link
> Simon provided. Whatever I try, it seems to hang mantra. Usually this
> happens at 0% rendered, but I had one occasion where it started to render
> it properly (using the shader from Odforce), but it stopped after a a few
> tiles.
>
> It definitely seems to be linked to the Point Cloud VOPs. Any ideas why
> this would be happening?
>
> Thanks
>
> Andy
>
>
>
> > There is a fake AO shader using similar technique that you can find on
> > odforce.
> >
> http://forums.odforce.net/index.php?showtopic=5114&hl=point+cloud+ambient+fake+shader
> >
> >
> > 2008/10/27 Olex P <hoknamahn at gmail.com>
> >
> >> Yes you can do it. Use pcopen()/pciterate() functions and "distance"
> >> channel
> >> from the cloud.
> >>
> >> On Mon, Oct 27, 2008 at 2:10 PM, Andy Nicholas <andy at andynicholas.com
> >> >wrote:
> >>
> >> > Hi,
> >> >
> >> > Does anyone know if it's possible to use point cloud techniques to
> >> render
> >> > a grey scale map on an object according to how close points from a
> >> > separate point cloud are to its surface? I guess the effect would be
> >> > similar to creating light instances at the point positions with linear
> >> > fall off, but I can't use this method as it'd be too costly in render
> >> > time.
> >> >
> >> > Maybe there are other methods I could look at using?
> >> >
> >> > Thanks
> >> >
> >> > Andy
> >> >
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