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	<title>Lulu1315</title>
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	<description>testing ... one,two</description>
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		<item>
		<title>Simulating with Voxels</title>
		<link>http://lulu1315.wordpress.com/2009/05/22/simulating-with-voxels/</link>
		<comments>http://lulu1315.wordpress.com/2009/05/22/simulating-with-voxels/#comments</comments>
		<pubDate>Fri, 22 May 2009 22:28:10 +0000</pubDate>
		<dc:creator>lulu1315</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[fluids]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[mental ray]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://lulu1315.wordpress.com/?p=113</guid>
		<description><![CDATA[the goal of this project was to find a way to melt a lot of different objects.colors and materials had to melt too.Initial tests in the studio with houdini particle fluids proved to be the way to go. it was my first time using particles and dops in houdini. nevertheless , I decided to have [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=113&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-124" title="pack" src="http://lulu1315.files.wordpress.com/2009/05/pack.gif?w=512&#038;h=288" alt="pack" width="512" height="288" /></p>
<p>the goal of this project was to find a way to melt a lot of different objects.colors and materials had to melt too.Initial tests in the studio with houdini particle fluids proved to be the way to go.</p>
<div style='text-align:center;'>
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it was my first time using particles and dops in houdini.</p>
<p>nevertheless , I decided to have a go with the voxel solvers in houdini to see if similar effects could be achieved.</p>
<p><div style='text-align:center;'>
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<p>i spent some time playing with solvers and finally after some struggles with the liquid solver I decided to continue with the sand solver as a base and try to build my stuffs around it.</p>
<p>struggling with the liquid solver:<div style='text-align:center;'>
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<p>first i had to inject keyframed animation (velocities) inside the simulation.this was done by blending custom velocity fields inside the simulation with simple y ramps.</p>
<p><img class="aligncenter size-full wp-image-116" title="keyframemix" src="http://lulu1315.files.wordpress.com/2009/05/keyframemix.jpg?w=302&#038;h=380" alt="keyframemix" width="302" height="380" /></p>
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<p>the bottom of the shape (the drip ?) was controlled via painted attributes on the surface of the object controlling a mix of tangential and normal forces that would &#8220;sculpt&#8221; the final surface.</p>
<p><img class="aligncenter size-full wp-image-125" title="bottlessand" src="http://lulu1315.files.wordpress.com/2009/05/bottlessand.jpg?w=400&#038;h=400" alt="bottlessand" width="400" height="400" /></p>
<p><img class="aligncenter size-full wp-image-118" title="funkyshape" src="http://lulu1315.files.wordpress.com/2009/05/funkyshape.jpg?w=290&#038;h=380" alt="funkyshape" width="290" height="380" /></p>
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<p>while simulating , the original polygon object was advected in the velocity field and a fluid surface object was created from the advected sand point cloud.</p>
<p><img class="aligncenter size-full wp-image-119" title="bottlessand1" src="http://lulu1315.files.wordpress.com/2009/05/bottlessand1.jpg?w=400&#038;h=400" alt="bottlessand1" width="400" height="400" /></p>
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<p>the result of the simulation was used as an obstacle for an additional particle fluid simulation from painted area.</p>
<p><img class="aligncenter size-full wp-image-120" title="sph1" src="http://lulu1315.files.wordpress.com/2009/05/sph1.jpg?w=337&#038;h=552" alt="sph1" width="337" height="552" /></p>
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<p>finally I built a simple solver that would mix both velocity of the sand and sph simulations.a lot of points (2 millions) are then scattered on the modelled object and readvected within the final velocities.</p>
<p><img class="aligncenter size-full wp-image-121" title="mix1" src="http://lulu1315.files.wordpress.com/2009/05/mix1.jpg?w=400&#038;h=400" alt="mix1" width="400" height="400" /></p>
<p>uvs are transfered and carefully preserved all along the process.we also advected a material tag that would give us the possibility to blend between different materials.</p>
<p><img class="aligncenter size-full wp-image-122" title="mix2" src="http://lulu1315.files.wordpress.com/2009/05/mix2.jpg?w=400&#038;h=400" alt="mix2" width="400" height="400" /></p>
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<p>the final rendering was done with mentalray in xsi . it was quite hard to render refraction correctly from the fluid surface but it seems to be a mental ray problem.finaly more filtering while generating the surface did the trick.</p>
<p><img class="aligncenter size-full wp-image-123" title="render" src="http://lulu1315.files.wordpress.com/2009/05/render.jpg?w=444&#038;h=760" alt="render" width="444" height="760" /></p>
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<p>another shot I did :</p>
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<p>you can see the final commercial here , directed by FredericPlanchon</p>
<span style="text-align:center; display: block;"><a href="http://lulu1315.wordpress.com/2009/05/22/simulating-with-voxels/"><img src="http://img.youtube.com/vi/q59zgpNcT3Q/2.jpg" alt="" /></a></span>
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		<slash:comments>6</slash:comments>
	
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			<media:title type="html">lulu1315</media:title>
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			<media:title type="html">render</media:title>
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	</item>
		<item>
		<title>White Rabbit</title>
		<link>http://lulu1315.wordpress.com/2007/11/23/white-rabbit/</link>
		<comments>http://lulu1315.wordpress.com/2007/11/23/white-rabbit/#comments</comments>
		<pubDate>Fri, 23 Nov 2007 23:09:33 +0000</pubDate>
		<dc:creator>lulu1315</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[mental ray]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://lulu1315.wordpress.com/2007/11/23/white-rabbit/</guid>
		<description><![CDATA[this guy is my first attempt at rendering hair in production. Rendering hair in XSI4 (2004) wasn&#8217;t exactly a walk in the parc. A lot of tools had to be developed inhouse especially in the shading department. the following is a shading/passes breakdown I did in 2004 for RenderNode, a now defunct online cg magazine. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=104&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://lulu1315.files.wordpress.com/2007/11/final_comp.jpg" title="final_comp.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/final_comp.jpg?w=600" alt="final_comp.jpg" /></a></p>
<p>this guy is my first attempt at rendering hair in production.<br />
Rendering hair in XSI4 (2004) wasn&#8217;t exactly a walk in the parc.<br />
A lot of tools had to be developed inhouse especially in the shading department.</p>
<p><a href="http://luc.froehlicher.club.fr/Rabbit/xsi1.jpg" target="_blank" title="xsi1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/xsi1.jpg?w=600" alt="xsi1.jpg" /></a></p>
<p>the following is a shading/passes breakdown I did in 2004 for RenderNode, a now defunct online cg magazine.</p>
<p>constant pass : flat colormap transfered to hair from the skin</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/11/constant.jpg" title="constant.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/constant.jpg?w=600" alt="constant.jpg" /></a></p>
<p>occlusion : rendermapped skin occlusion transfered to hairs</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/11/occlusion.jpg" title="occlusion.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/occlusion.jpg?w=600" alt="occlusion.jpg" /></a></p>
<p>ambiant : ambient environment lookup (using the hair normal) of a set probe.<br />
the shader uses spherical harmonics</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/11/ambiant.jpg" title="ambiant.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/ambiant.jpg?w=600" alt="ambiant.jpg" /></a></p>
<p>lambert : wrap lambert using precomputed deep shadow maps</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/11/lambert.jpg" title="lambert.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/lambert.jpg?w=600" alt="lambert.jpg" /></a></p>
<p>skin : the shader uses the <a href="http://www.happyship.com/lab/chanlum/documentation/index.html">chanlum</a> technique to compute illumination .<br />
I used this pass to enhance the &#8220;white fur&#8221; effect.<br />
It also creates a translucence effect in the ears.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/11/skin.jpg" title="skin.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/skin.jpg?w=600" alt="skin.jpg" /></a></p>
<p>wireframe:</p>
<p><a href="http://luc.froehlicher.club.fr/Rabbit/xsi2.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/xsi2.jpg?w=600" alt="xsi2.jpg" /></a></p>
<p>Outputed in 2K for a french spoof movie.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/11/lapin.jpg" title="lapin.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/lapin.jpg?w=600" alt="lapin.jpg" /></a></p>
<p>Modelling ManuChapon<br />
MentalRay DeepShadow shader by AloysBaillet<br />
MentalRay HairShader by GuyRabiller</p>
<p>more infos <a href="http://www.alamaison.fr/english/E_rubriques/E_gallery/E_cinema/2004/E_doublezero/E_doublezero.htm">about the film</a></p>
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		<slash:comments>3</slash:comments>
	
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		<title>AnisotropicFun &#8211; part2</title>
		<link>http://lulu1315.wordpress.com/2007/11/03/anisotropicfun-part2/</link>
		<comments>http://lulu1315.wordpress.com/2007/11/03/anisotropicfun-part2/#comments</comments>
		<pubDate>Sat, 03 Nov 2007 17:21:03 +0000</pubDate>
		<dc:creator>lulu1315</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[mental ray]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[textures]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://lulu1315.wordpress.com/2007/11/03/anisotropicfun-part2/</guid>
		<description><![CDATA[same idea as here but he other way : the shape of the anisotropic pattern is procedurally defined in XSI FXtree with a ComponentParser. result with RSMB : another pattern : to reinject those vectors back to the deriver I rendermapped the U_basis again this is the rendertree I used to finally transform the 2d [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=92&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>same idea as <a href="http://lulu1315.wordpress.com/2007/10/23/anisotropicfun-part1/">here</a> but he other way :<br />
the shape of the anisotropic pattern is procedurally defined in XSI FXtree with a ComponentParser.<br />
<a href="http://lulu1315.files.wordpress.com/2007/11/pixel_parser.jpg" title="pixel_parser.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/pixel_parser.jpg?w=600" alt="pixel_parser.jpg" /></a></p>
<p>result with RSMB :<br />
<a href="http://lulu1315.files.wordpress.com/2007/11/wave_noise.jpg" title="wave_noise.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/wave_noise.jpg?w=600" alt="wave_noise.jpg" /></a></p>
<p>another pattern :<br />
<a href="http://lulu1315.files.wordpress.com/2007/11/other_noise.jpg" title="other_noise.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/other_noise.jpg?w=600" alt="other_noise.jpg" /></a></p>
<p>to reinject those vectors back to the deriver I rendermapped the U_basis again<br />
<a href="http://lulu1315.files.wordpress.com/2007/11/rendermap_u_vector.jpg" title="rendermap_u_vector.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/rendermap_u_vector.jpg?w=600" alt="rendermap_u_vector.jpg" /></a></p>
<p>this is the rendertree I used to finally transform the 2d vectors . lmFlowCoords was designed for something else but globally it would transform vectors from a reference to another.<br />
<a href="http://lulu1315.files.wordpress.com/2007/11/getting_dudv_from_uvbasis.jpg" title="getting_dudv_from_uvbasis.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/getting_dudv_from_uvbasis.jpg?w=600" alt="getting_dudv_from_uvbasis.jpg" /></a></p>
<p>result using the map<br />
<a href="http://lulu1315.files.wordpress.com/2007/11/wave_noise_render.jpg" title="wave_noise_render.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/wave_noise_render.jpg?w=600" alt="wave_noise_render.jpg" /></a></p>
<p>a last one for the road</p>
<p>the anisotropic pattern is rendered from a 3d scene (rotating disks instancied on a particle cloud) using lm2dmv<br />
<a href="http://lulu1315.files.wordpress.com/2007/11/circular_generation.jpg" title="circular_generation.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/circular_generation.jpg?w=600" alt="circular_generation.jpg" /></a><br />
<a href="http://lulu1315.files.wordpress.com/2007/11/circular_vectors.jpg" title="circular_vectors.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/circular_vectors.jpg?w=600" alt="circular_vectors.jpg" /></a></p>
<p>using RSMB<br />
<a href="http://lulu1315.files.wordpress.com/2007/11/circular_noise.jpg" title="circular_noise.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/circular_noise.jpg?w=600" alt="circular_noise.jpg" /></a></p>
<p>render (<a href="http://luc.froehlicher.club.fr/Anisotropy/circular.mov">animation</a>)<br />
<a href="http://lulu1315.files.wordpress.com/2007/11/circular_noise_render.jpg" title="circular_noise_render.jpg"><img src="http://lulu1315.files.wordpress.com/2007/11/circular_noise_render.jpg?w=600" alt="circular_noise_render.jpg" /></a></p>
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		<slash:comments>0</slash:comments>
<enclosure url="http://luc.froehlicher.club.fr/Anisotropy/circular.mov" length="2457254" type="video/quicktime" />
	
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		<media:content url="http://lulu1315.files.wordpress.com/2007/11/wave_noise.jpg" medium="image">
			<media:title type="html">wave_noise.jpg</media:title>
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			<media:title type="html">other_noise.jpg</media:title>
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			<media:title type="html">wave_noise_render.jpg</media:title>
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			<media:title type="html">circular_generation.jpg</media:title>
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			<media:title type="html">circular_noise_render.jpg</media:title>
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		<item>
		<title>AnisotropicFun &#8211; part1</title>
		<link>http://lulu1315.wordpress.com/2007/10/23/anisotropicfun-part1/</link>
		<comments>http://lulu1315.wordpress.com/2007/10/23/anisotropicfun-part1/#comments</comments>
		<pubDate>Tue, 23 Oct 2007 22:33:23 +0000</pubDate>
		<dc:creator>lulu1315</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[mental ray]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[textures]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://lulu1315.wordpress.com/2007/10/23/anisotropicfun-part1/</guid>
		<description><![CDATA[the following are the pics I created after a few days test session around anisotropy and specifically anisotropic reflections. these two links from Neil Blevins helped a lot clarifying the subject : Anisotropic Reflections tutorial Anisotropic Highlights tutorial I was looking for a way to synchronize the derivative vectors orientation/patterns and the texture maps used [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=80&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>the following are the pics I created after a few days test session around anisotropy and specifically anisotropic reflections.<br />
these two links from Neil Blevins helped a lot clarifying the subject : <a href="http://www.neilblevins.com/cg_education/aniso_ref/aniso_ref.htm" target="_blank"></a><br />
<a href="http://www.neilblevins.com/cg_education/aniso_ref/aniso_ref.htm" target="_blank">Anisotropic Reflections tutorial</a> <a href="http://www.neilblevins.com/cg_education/aniso_highlights/aniso_highlights.htm" target="_blank"></a><br />
<a href="http://www.neilblevins.com/cg_education/aniso_highlights/aniso_highlights.htm" target="_blank">Anisotropic Highlights tutorial</a></p>
<p>I was looking for a way to synchronize the derivative vectors orientation/patterns and the texture maps used for bump or diffuse to help in the final shading of these kind of materials.<br />
I came up with this idea to use the derivative vectors to drive a 2D directional blur.</p>
<p>Shading is done in XSI/MentalRay using MR physics lib (dgs or mib_glossy_reflection).<br />
All these tests have been done with version 5 of XSI.<br />
Directional Blur is done with <a href="http://www.revisionfx.com/products/rsmb/" target="_blank">ReVisionFX&#8217;s RSMBVector</a> inside XSI FXtree.</p>
<p>NoAnisotropy</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/dgs_only.jpg" title="dgs_only.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/dgs_only.jpg?w=600" alt="dgs_only.jpg" /></a></p>
<p>derivative vectors are defined using the deriver shader. here north pole at (0,0,0)</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/deriver_anisotropic.jpg" title="deriver_anisotropic.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/deriver_anisotropic.jpg?w=600" alt="deriver_anisotropic.jpg" /></a></p>
<p>clean UVs</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/uv_layout.jpg" title="uv_layout.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/uv_layout.jpg?w=600" alt="uv_layout.jpg" /></a></p>
<p>rendermapping U derivative vector : this is done using a special VectorState shader and applied as the color of the object .  this is rendermapped as a .ct texture to keep negative informations intact.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/derivative_u.jpg" title="derivative_u.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/derivative_u.jpg?w=600" alt="derivative_u.jpg" /></a></p>
<p>transforming the derivative in the UVbasis : the rendermapped derivative is injected in the bump map slot of the material.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/derivative_as_bump.jpg" title="derivative_as_bump.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/derivative_as_bump.jpg?w=600" alt="derivative_as_bump.jpg" /></a></p>
<p>than everything is rendermapped again using rendermap option to render normals in the UVbasis.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/rendermap_uvbasis.jpg" title="rendermap_uvbasis.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/rendermap_uvbasis.jpg?w=600" alt="rendermap_uvbasis.jpg" /></a></p>
<p>if you get rid of the blue component it looks like a typical RSMB vectormap input.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/motionvector_like_map.jpg" title="motionvector_like_map.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/motionvector_like_map.jpg?w=600" alt="motionvector_like_map.jpg" /></a></p>
<p>visualising the vectors with <a href="http://www.alamaison.fr/3D/lmVectorViewer/lmVectorViewer.html" target="_blank">lmVectorViewer</a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/motionvectors.jpg" title="motionvectors.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/motionvectors.jpg?w=600" alt="motionvectors.jpg" /></a></p>
<p>creating a noise pattern</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/noise.jpg" title="noise.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/noise.jpg?w=600" alt="noise.jpg" /></a></p>
<p>applying directional blur with RSMB</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/rsmbing_the_noise.jpg" title="rsmbing_the_noise.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/rsmbing_the_noise.jpg?w=600" alt="rsmbing_the_noise.jpg" /></a></p>
<p>using the map in bump and diffuse shaders</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/cylindre.jpg" title="cylindre.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/cylindre.jpg?w=600" alt="cylindre.jpg" /></a></p>
<p><a href="http://lulu1315.wordpress.com/2007/11/03/anisotropicfun-part2/">part2 </a></p>
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			<media:title type="html">dgs_only.jpg</media:title>
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			<media:title type="html">deriver_anisotropic.jpg</media:title>
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			<media:title type="html">derivative_u.jpg</media:title>
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			<media:title type="html">derivative_as_bump.jpg</media:title>
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			<media:title type="html">rendermap_uvbasis.jpg</media:title>
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			<media:title type="html">motionvectors.jpg</media:title>
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			<media:title type="html">noise.jpg</media:title>
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			<media:title type="html">cylindre.jpg</media:title>
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		<title>alien skin</title>
		<link>http://lulu1315.wordpress.com/2007/10/15/alien-skin/</link>
		<comments>http://lulu1315.wordpress.com/2007/10/15/alien-skin/#comments</comments>
		<pubDate>Mon, 15 Oct 2007 21:31:25 +0000</pubDate>
		<dc:creator>lulu1315</dc:creator>
				<category><![CDATA[textures]]></category>

		<guid isPermaLink="false">http://lulu1315.wordpress.com/2007/10/15/alien-skin/</guid>
		<description><![CDATA[playing with AlienSkin using ImageDoctor/smartFill filter.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=74&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>playing with <a href="http://www.alienskin.com/idoc/index.html" target="_blank">AlienSkin</a> using ImageDoctor/smartFill filter.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/vero.jpg" title="vero.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/vero.jpg?w=600" alt="vero.jpg" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/lou2.JPG" title="lou2.JPG"><img src="http://lulu1315.files.wordpress.com/2007/10/lou2.JPG?w=600" alt="lou2.JPG" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/lou3.JPG" title="lou3.JPG"><img src="http://lulu1315.files.wordpress.com/2007/10/lou3.JPG?w=600" alt="lou3.JPG" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/fanny3.JPG" title="fanny3.JPG"><img src="http://lulu1315.files.wordpress.com/2007/10/fanny3.JPG?w=600" alt="fanny3.JPG" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/tigrette1.jpg" title="tigrette1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/tigrette1.jpg?w=600" alt="tigrette1.jpg" /></a></p>
<br /><img alt="" border="0" src="http://feeds.wordpress.com/1.0/categories/lulu1315.wordpress.com/74/" /> <img alt="" border="0" src="http://feeds.wordpress.com/1.0/tags/lulu1315.wordpress.com/74/" /> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/lulu1315.wordpress.com/74/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/lulu1315.wordpress.com/74/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/lulu1315.wordpress.com/74/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/lulu1315.wordpress.com/74/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/lulu1315.wordpress.com/74/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/lulu1315.wordpress.com/74/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/lulu1315.wordpress.com/74/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/lulu1315.wordpress.com/74/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/lulu1315.wordpress.com/74/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/lulu1315.wordpress.com/74/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/lulu1315.wordpress.com/74/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/lulu1315.wordpress.com/74/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/lulu1315.wordpress.com/74/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/lulu1315.wordpress.com/74/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=74&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>ShapeFromSilhouette &#8211; part2</title>
		<link>http://lulu1315.wordpress.com/2007/10/15/shapefromsilhouette-part2/</link>
		<comments>http://lulu1315.wordpress.com/2007/10/15/shapefromsilhouette-part2/#comments</comments>
		<pubDate>Mon, 15 Oct 2007 20:47:31 +0000</pubDate>
		<dc:creator>lulu1315</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[reconstruction]]></category>
		<category><![CDATA[volumic]]></category>

		<guid isPermaLink="false">http://lulu1315.wordpress.com/2007/10/15/shapefromsilhouette-part2/</guid>
		<description><![CDATA[extracting color was a little bit harder than I thought. for each voxel , I test the length of the normal. if the length is different than zero I assume being at the surface of the volume (ie where density goes from 0 to 1) and continue. The dot product between the normal and CameraRay [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=65&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>extracting color was a little bit harder than I thought.</p>
<p>for each voxel , I test the length of the normal. if the length is different than zero I assume being at the surface of the volume (ie where density goes from 0 to 1) and continue.<br />
The dot product between the normal and CameraRay is calculated . if &gt; 0 (or bigger than a given positive threshold) , continue.<br />
the last thing to test is self occlusion.this was done by integrating the volume density from P to Camera using integrate3d.<br />
the more density , the less color will be kept.</p>
<p>this is done for each picture and color is accumulated from frame to frame in an i3d.</p>
<p>in my first attempt the colors were screened together.The <a href="http://luc.froehlicher.club.fr/ShapeBy/ScreenColor.mov" target="_blank">result</a> was washed out and blurry.</p>
<p>by keeping only the best Color (ie best dot) per voxel , <a href="http://luc.froehlicher.club.fr/ShapeBy/BestColor.mov" target="_blank">result</a> is much sharper (but shows discontinuity)</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/girafebest41.jpg" title="girafebest41.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/girafebest41.jpg?w=600" alt="girafebest41.jpg" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/girafebest415.jpg" title="girafebest415.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/girafebest415.jpg?w=600" alt="girafebest415.jpg" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/girafebest38.jpg" title="girafebest38.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/girafebest38.jpg?w=600" alt="girafebest38.jpg" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/girafebest19.jpg" title="girafebest19.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/girafebest19.jpg?w=600" alt="girafebest19.jpg" /></a></p>
<p>I tried to match (approximately)  voxel resolution and picture resolution and ended up with more than 400 Millions voxels in the final i3d.</p>
<p>finally I spent an hour with <a href="http://www.uvlayout.com/index.php?option=com_wrapper&amp;Itemid=38">uvlayout</a>  (this is a great software)  to get nice and undistorted uv&#8217;s and baked the color for Photoshop retouching.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/uvlayout1.jpg" title="uvlayout1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/uvlayout1.jpg?w=600" alt="uvlayout1.jpg" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/uvlayout2.jpg" title="uvlayout2.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/uvlayout2.jpg?w=600" alt="uvlayout2.jpg" /></a></p>
<p>a piece of the final map</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/map.jpg" title="map.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/map.jpg?w=600" alt="map.jpg" /></a></p>
<p>there are certainly other techniques to extract/mix colors and hide seams , but this sould be enough to start manual work.</p>
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		<slash:comments>1</slash:comments>
<enclosure url="http://luc.froehlicher.club.fr/ShapeBy/ScreenColor.mov" length="2581575" type="video/quicktime" />
<enclosure url="http://luc.froehlicher.club.fr/ShapeBy/BestColor.mov" length="3536519" type="video/quicktime" />
	
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			<media:title type="html">map.jpg</media:title>
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	</item>
		<item>
		<title>ShapeFromSilhouette &#8211; part1</title>
		<link>http://lulu1315.wordpress.com/2007/10/10/shapefromsilhouette-part1/</link>
		<comments>http://lulu1315.wordpress.com/2007/10/10/shapefromsilhouette-part1/#comments</comments>
		<pubDate>Wed, 10 Oct 2007 20:46:03 +0000</pubDate>
		<dc:creator>lulu1315</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[reconstruction]]></category>
		<category><![CDATA[volumic]]></category>

		<guid isPermaLink="false">http://lulu1315.wordpress.com/2007/10/10/shapefromsilhouette-part1/</guid>
		<description><![CDATA[&#8220;Shape from Silhouette&#8221; is another reconstruction technique based on photography. the idea is very simple . I found a nice explanation of the technique here. thanks to Juliette&#8217;s hard work (during her oneweek school internship) I had a sequence of twenty 3K pictures with their mask to work with.The Giraffe toy has been on my [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=51&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>&#8220;Shape from Silhouette&#8221; is another reconstruction technique based on photography.<br />
the idea is very simple . I found a nice explanation of the technique <a href="http://www.movia.com/technology/post_productionbfr.html" target="_blank">here</a>.</p>
<p>thanks to Juliette&#8217;s hard work (during her oneweek school internship) I had a sequence of twenty 3K pictures with their mask to work with.The Giraffe toy has been on my desk forever and I thought it would make a good candidate for reconstruction.<br />
3D cameras were extracted from the pictures using <a href="http://www.3dequalizer.com/" target="_blank">3DEqualizer</a> and lens distortion was removed using <a href="http://www.3dequalizer.com/sdv_tech_art/div/la_maison_ImWarpDistort.html" target="_blank">WarpDistort</a>.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/originales.gif" title="originales.gif"><img src="http://lulu1315.files.wordpress.com/2007/10/originales.gif?w=600" alt="originales.gif" /></a></p>
<p>masks were created with XSI FxTree.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/mask2.jpg" title="mask2.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/mask2.jpg?w=600" alt="mask2.jpg" /></a></p>
<p>I started to experiment with PointClouds and Sops but I quickly became limited by the number of points.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/pointcloud1.jpg" title="pointcloud1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/pointcloud1.jpg?w=600" alt="pointcloud1.jpg" /></a></p>
<p>the interface was severely crawling over one or two millions points in the UI so I switched to i3d.</p>
<p>Camera Projected UVs were stored in a i3d sequence ,  so for each voxel a simple lookup of the mask is done and the density is set to the value of the mask. the results are accumulated frame by frame to refine the final object.</p>
<p>you can see the iterative process here . this little piggy guy was a gift I get while working on this <a href="http://www.alamaison.fr/english/E_rubriques/E_gallery/commercials/2002/E_time_warner_pigs/E_time_warner_pigs.htm" target="_blank">project</a>.I started initially my tests with him but he turned out to be more difficult to have nice results than the giraffe. It gave me a good taste of the limitation of the technique &#8230;<br />
<a href="http://lulu1315.files.wordpress.com/2007/10/piggy.gif" title="piggy.gif"><img src="http://lulu1315.files.wordpress.com/2007/10/piggy.gif?w=600" alt="piggy.gif" /></a></p>
<p>back with the giraffe.Masks were blurred a little bit (to much maybe) to get more gradient in the density and to &#8220;blur&#8221; the final reconstruction.</p>
<p>first results with the giraffe.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/tripsmall.gif" title="tripsmall.gif"><img src="http://lulu1315.files.wordpress.com/2007/10/tripsmall.gif?w=600" alt="tripsmall.gif" /></a></p>
<p>I used the isosurface node to extract a 3d mesh from the density i3d file.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/isosurf1.jpg" title="isosurf1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/isosurf1.jpg?w=600" alt="isosurf1.jpg" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/normalessop.jpg" title="normalessop.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/normalessop.jpg?w=600" alt="normalessop.jpg" /></a></p>
<p>Correct normals were also extracted using the gradient3d vop node for clean rendering.</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/normalesvop.jpg" title="normalesvop.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/normalesvop.jpg?w=600" alt="normalesvop.jpg" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/normales1.jpg" title="normales1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/normales1.jpg?w=600" alt="normales1.jpg" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/normales2.jpg" title="normales2.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/normales2.jpg?w=600" alt="normales2.jpg" /></a></p>
<p>the new volume visu in houdini9</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/volume1.jpg" title="volume1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/volume1.jpg?w=600" alt="volume1.jpg" /></a></p>
<p>next step : Color!</p>
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		<title>the unknown woman of the Seine</title>
		<link>http://lulu1315.wordpress.com/2007/10/03/the-unknown-woman-of-the-seine/</link>
		<comments>http://lulu1315.wordpress.com/2007/10/03/the-unknown-woman-of-the-seine/#comments</comments>
		<pubDate>Wed, 03 Oct 2007 22:09:51 +0000</pubDate>
		<dc:creator>lulu1315</dc:creator>
				<category><![CDATA[houdini]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[volumic]]></category>

		<guid isPermaLink="false">http://lulu1315.wordpress.com/2007/10/03/the-unknown-woman-of-the-seine/</guid>
		<description><![CDATA[some pictures while playing with color and lighting with the new volume shaders. Deep Shadows works very well and are now multithreaded. raymarching is now a single line of vex code with an illuminance loop.very cool It has some kind of strange morbid quality that reminds me of this story<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=47&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>some pictures while playing with color and lighting with the new volume shaders.<br />
Deep Shadows works very well and are now multithreaded.</p>
<p>raymarching is now a single line of vex code with an illuminance loop.very cool</p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/volume1_quad1.jpg" title="volume1_quad1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/volume1_quad1.jpg?w=600" alt="volume1_quad1.jpg" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/seine1.jpg" title="seine1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/seine1.jpg?w=600" alt="seine1.jpg" /></a></p>
<p><a href="http://lulu1315.files.wordpress.com/2007/10/seine2.jpg" title="seine2.jpg"><img src="http://lulu1315.files.wordpress.com/2007/10/seine2.jpg?w=600" alt="seine2.jpg" /></a></p>
<p>It has some kind of strange morbid quality that reminds me of this <a href="http://en.wikipedia.org/wiki/L%27Inconnue_de_la_Seine">story</a></p>
<br /><img alt="" border="0" src="http://feeds.wordpress.com/1.0/categories/lulu1315.wordpress.com/47/" /> <img alt="" border="0" src="http://feeds.wordpress.com/1.0/tags/lulu1315.wordpress.com/47/" /> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/lulu1315.wordpress.com/47/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/lulu1315.wordpress.com/47/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/lulu1315.wordpress.com/47/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/lulu1315.wordpress.com/47/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/lulu1315.wordpress.com/47/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/lulu1315.wordpress.com/47/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/lulu1315.wordpress.com/47/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/lulu1315.wordpress.com/47/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/lulu1315.wordpress.com/47/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/lulu1315.wordpress.com/47/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/lulu1315.wordpress.com/47/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/lulu1315.wordpress.com/47/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/lulu1315.wordpress.com/47/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/lulu1315.wordpress.com/47/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=47&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>1</slash:comments>
	
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		<title>VolumePrimitive</title>
		<link>http://lulu1315.wordpress.com/2007/09/29/volumeprimitive/</link>
		<comments>http://lulu1315.wordpress.com/2007/09/29/volumeprimitive/#comments</comments>
		<pubDate>Sat, 29 Sep 2007 22:43:38 +0000</pubDate>
		<dc:creator>lulu1315</dc:creator>
				<category><![CDATA[houdini]]></category>
		<category><![CDATA[volumic]]></category>

		<guid isPermaLink="false">http://lulu1315.wordpress.com/2007/09/29/volumeprimitive/</guid>
		<description><![CDATA[H9 introduce a new &#8220;volume&#8221; primitive that can live inside an object node. the idea here was to see how much I could do without having to rely on i3d files on disk. One way to create a volume primitive is to use the isooffset node. a cookie node is used to have a &#8220;closed&#8221; [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=36&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>H9 introduce a new &#8220;volume&#8221; primitive that can live inside an object node.<br />
the idea here was to see how much I could do without having to rely on i3d files on disk.</p>
<p>One way to create a volume primitive is to use the isooffset node.<br />
<a href="http://lulu1315.files.wordpress.com/2007/09/nodes.jpg" title="nodes.jpg"><img src="http://lulu1315.files.wordpress.com/2007/09/nodes.jpg?w=600" alt="nodes.jpg" /></a></p>
<p>a cookie node is used to have a &#8220;closed&#8221; object that is easier to convert<br />
<a href="http://lulu1315.files.wordpress.com/2007/09/cookiemagic1.jpg" title="cookiemagic1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/09/cookiemagic1.jpg?w=600" alt="cookiemagic1.jpg" /></a></p>
<p>the isooffset node generates a sdf (signed distance field) from his inputs.<br />
the sdf can be converted to a mesh (this was the only option in H8)<br />
<a href="http://lulu1315.files.wordpress.com/2007/09/isosurf1.jpg" title="isosurf1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/09/isosurf1.jpg?w=600" alt="isosurf1.jpg" /></a><br />
but now you can also output a volume primitive , which shows up in the view port as a set of slices.<br />
<a href="http://luc.froehlicher.club.fr/VolumePrimitive/primitive.jpg" title="primitive1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/09/primitive1.jpg?w=600" alt="primitive1.jpg" /></a><br />
isooffset also give you the option to directly save the sdf values , ie distance from the surface , inside the volume primitive.</p>
<p>volume primitives can be <a href="http://luc.froehlicher.club.fr/VolumePrimitive/i3dfiltering.mov">filtered</a> like i3d with the filtertype/filterwidth parameters.</p>
<p>for the moment it&#8217;s not possible to create/edit attributes at &#8220;voxel&#8221; level (from a sop) like you could do with other primitives so I had to switch back to regular i3d to inject colors in my volume.There is a new vex (and vop) command &#8220;volumesample&#8221; that let you access the volume primitive data.</p>
<p>this is the i3d shader I used to create an i3d file of my previous reconstructions.<br />
it takes the color from a pointcloud , density from the volume object and also use the sdf to fill the inside with a constant color:</p>
<p><em>#pragma hint ColorPointCloudFile file<br />
#pragma hint VolumeDensityFile file<br />
#pragma hint VolumeSdfFile file<br />
#pragma hint Cd invisible<br />
#pragma hint InsideColor color</em></p>
<p><em>image3d<br />
R3DtoI3d<br />
(<br />
string ColorPointCloudFile = &#8220;&#8221;;<br />
string VolumeDensityFile = &#8220;&#8221;;<br />
string VolumeSdfFile = &#8220;&#8221;;<br />
vector InsideColor=1;<br />
float searchradius = 1;<br />
int maxpoints = 10;<br />
export vector Cd = 1;<br />
)<br />
{<br />
//Color<br />
int handle;<br />
handle = pcopen(ColorPointCloudFile, &#8220;P&#8221;, P , searchradius , maxpoints , &#8220;preload&#8221;, 1);<br />
Cd = pcfilter(handle, &#8220;Cd&#8221;);<br />
if ( Cd == {0,0,0} )<br />
{Cd = InsideColor;}</em></p>
<p><em>//Sdf<br />
float distance=volumesample(VolumeSdfFile,0,P);</em></p>
<p><em>//Density<br />
//density=volumesample(VolumeDensityFile,0,P);<br />
if (distance &lt;= 0)<br />
{density=1;}<br />
else<br />
{density=0;}</em></p>
<p><em>//verbose<br />
//printf(&#8220;dist:%f dens:%f\n&#8221;,distance,density);<br />
}</em></p>
<p>Volume primitives can now intersect with objects in the scenes , cast shadows correctly</p>
<p><a href="http://luc.froehlicher.club.fr/VolumePrimitive/volume2.mov" title="volumeintersection1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/09/volumeintersection1.jpg?w=600" alt="volumeintersection1.jpg" /></a></p>
<p>you can also have multiple primitives intersecting with no problems .</p>
<p><a href="http://luc.froehlicher.club.fr/VolumePrimitive/volume3.mov" title="multiplevolumeprim1.jpg"><img src="http://lulu1315.files.wordpress.com/2007/09/multiplevolumeprim1.jpg?w=600" alt="multiplevolumeprim1.jpg" /></a></p>
<p>I did a lot of volumic work in H8 and all I can say is that I wish I had all this back then !</p>
<p>Next I&#8217;m planning to spend some time in the shading department to see what&#8217;s new there.</p>
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<enclosure url="http://luc.froehlicher.club.fr/VolumePrimitive/i3dfiltering.mov" length="751960" type="video/quicktime" />
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		<title>InHoudini</title>
		<link>http://lulu1315.wordpress.com/2007/09/25/inhoudini/</link>
		<comments>http://lulu1315.wordpress.com/2007/09/25/inhoudini/#comments</comments>
		<pubDate>Tue, 25 Sep 2007 21:51:58 +0000</pubDate>
		<dc:creator>lulu1315</dc:creator>
				<category><![CDATA[houdini]]></category>
		<category><![CDATA[shading]]></category>

		<guid isPermaLink="false">http://lulu1315.wordpress.com/2007/09/25/inhoudini/</guid>
		<description><![CDATA[I had the chance to put my hands on Houdini9 for a few days and I thought I could resurrect the CheapScan for that. Manipulating PointCloud in XSI was a very frustrating experience back in 2005. It&#8217;s a totally different story in Houdini. Creating the Mesh/ParticleCloud in Houdini is straightforward. Rendering of point primitives with [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=lulu1315.wordpress.com&amp;blog=1791493&amp;post=19&amp;subd=lulu1315&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I had the chance to put my hands on <a href="http://www.sidefx.com/index.php?option=com_content&amp;task=blogcategory&amp;id=129&amp;Itemid=241">Houdini9</a> for a few days and I thought I could resurrect the CheapScan for that.</p>
<p>Manipulating PointCloud in XSI was a very frustrating experience back in 2005.</p>
<p>It&#8217;s a totally different story in Houdini.<br />
Creating the Mesh/ParticleCloud in Houdini is straightforward.</p>
<p style="text-align:center;"><a title="vops1.jpg" href="http://luc.froehlicher.club.fr/InHoudini/vopsfull.jpg"><img class="aligncenter" src="http://lulu1315.files.wordpress.com/2007/09/vops1.jpg?w=300&#038;h=156" alt="vops1.jpg" width="300" height="156" /></a></p>
<p>Rendering of point primitives with constant rgb shader</p>
<div style='text-align:center;'>
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	<param name="wmode" value="opaque" />
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</div>
<p>For the moment Houdini9 is a very pleasant experience .<br />
I&#8217;m planning to investigate volume rendering if I have more time.</p>
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