[Sidefx-houdini-list] Microbevel?

Erkan Özgür Yılmaz eoyilmaz at gmail.com
Wed Sep 1 05:46:04 EDT 2010


thank you for that, to let the people know, Simon's microBevel OTL works
perfectly under houdini 10 and not under houdini 11, but I think it is
related with the rayHit vop behaving differently in houdini 11 or there is a
bug about the rayHit node.

Cheers

E.Ozgur Yilmaz
Lead Technical Director
eoyilmaz.blogspot.com
www.ozgurfx.com


2010/9/1 Simon Barrick <simon at primalpictures.com>

> I've emailed you the latest one anyway already. You should have it....
> Now.
>
> -----Original Message-----
> From: sidefx-houdini-list-bounces at sidefx.com [mailto:
> sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Erkan Özgür Yilmaz
> Sent: 01 September 2010 09:56
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] Microbevel?
>
> do anyone know what space should I use for position and direction in rayHit
> vop... and should I also transform the resultant point and normal to other
> space.
>
> Simon: oooh.. alright, I'll wait for your version then, nice to hear :)
>
> E.Ozgur Yilmaz
> Lead Technical Director
> eoyilmaz.blogspot.com
> www.ozgurfx.com
>
>
> 2010/9/1 Simon Barrick <simon at primalpictures.com>
>
> > I'll upload the lastest version to my site when I get a chance. I made
> > a few improvements to it when I last used it.
> > You are right my version is very very similar to that but I also
> > include an option to use flat bevels which set the normal to half way
> > between the hit normal and the true normal.
> >
> > -----Original Message-----
> > From: sidefx-houdini-list-bounces at sidefx.com [mailto:
> > sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Szymon Kapeniak
> > Sent: 01 September 2010 08:42
> > To: sidefx-houdini-list at sidefx.com
> > Subject: Re: [Sidefx-houdini-list] Microbevel?
> >
> > Nice find Erkan! Since microbevels patented by mental images is well
> > known as number 1. absurd in industry I always wonder how it looks like.
> >
> > And it seems like Simon's code follows the outline you mentioned.
> >
> >
> >
> >
> > 2010/8/31 Erkan Özgür Yılmaz <eoyilmaz at gmail.com>:
> > > I found the original patent documentation from Hakan Anderson (the
> > > famous mentalray shader developer)...
> > >
> > > I'm still reading and trying to harvest some information about the
> > shader.
> > > As far as I see it's like that:
> > >
> > > 1- find a tangent vector which is perpendicular to the shading
> > > normal (it is kinda easy, have done it before a couple of times)
> > > 2- use the tangent vector and start rotating it around the normal
> > > 3- for 6 equal angled or evenly spaced directions try to search for
> > > other surface points within a distance R (bevel radius, and the
> > > search can be done with a rayHit vop)
> > > 4- if you find a point and it is within R, then calculate a weight
> > > 5- multiply the weight and the shading normal of that point and get
> > > a weighted normal (the formula of the weight is given in the patent)
> > > 6- sum up all the 6 found weighted normals
> > > 7- add them to the original N, then normalize N
> > >
> > > this is what I get from the patent documentation...
> > >
> > > here is the link to the patent site ( it is an OCR text, if you are
> > > interested try to download the pdf version):
> > > http://www.wipo.int/pctdb/en/wo.jsp?IA=US2007076563&DISPLAY=DOCS
> > >
> > > I'm trying what I explained before, but what I get is irrelevant. I
> > > think my problem is about spaces (object, current, world etc.)
> > >
> > > will inform if I get anything
> > >
> > > cheers
> > >
> > > E.Ozgur Yilmaz
> > > Lead Technical Director
> > > eoyilmaz.blogspot.com
> > > www.ozgurfx.com
> > >
> > >
> > > On Tue, Aug 31, 2010 at 8:20 PM, Robert Kelly <isstuff at gmail.com>
> wrote:
> > >
> > >> There was a plugin i used for 3ds max years ago that was made by
> > >> the vray guys that made a bump map at the corners of polys to
> > >> simulate a small bevel... i guess this could be built in Houdini
> > >> and applied to the displacement
> > >>
> > >> http://3d-studio.org/A.LIST-Advanced.3ds.max.5-Mo/6553/DDU0096.html
> > >>
> > >>
> > >> On 31 August 2010 09:10, Simon Barrick <simon at primalpictures.com>
> > wrote:
> > >> > I do have a version that works in H10, no idea if it's the same
> > >> > as the
> > >> maya one. I can't add attachments here so mail me off list if you'd
> > >> like
> > it.
> > >> >
> > >> >
> > >> > -----Original Message-----
> > >> > From: sidefx-houdini-list-bounces at sidefx.com [mailto:
> > >> sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Erkan Özgür
> > >> Yilmaz
> > >> > Sent: 31 August 2010 10:27
> > >> > To: sidefx-houdini-list at sidefx.com
> > >> > Subject: [Sidefx-houdini-list] Microbevel?
> > >> >
> > >> > Do anyone has an idea about how to create the "round corner" (a
> > >> > popular
> > >> mentalray bump shader I use in maya) kind of effect in houdini. It
> > >> is kinda smoothing the normals in rendertime around the
> > >> corners/sharp edges in the model.
> > >> >
> > >> > As the subject suggests I found a vop which does that exactly,
> > >> > but it
> > >> seems that it is only working in houdini 8
> > >> >
> > >> > Erkan Ozgur Yilmaz
> > >> > Lead Tecnical Director
> > >> > eoyilmaz.blogspot.com
> > >> > www.ozgurfx.com
> > >> >
> > >> > Sent from my Galaxy S
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