[Sidefx-houdini-list] Point cloud rendering

Andy Nicholas andy at andynicholas.com
Mon Oct 27 15:41:39 EDT 2008


Cool, I'll give it a go. Thanks a lot.


> 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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