starting to create new pre-render shading tool for my fractals abstract work. its still fast in Vex with 1 mil points. i am planning to convert it later to openCL for the heavy Geo lifting.
Tag Archives: houdini
Sierpinski Gasket
playing with the Sierpinski Gasket in houdini, coding exereise. Houdini Vex is very fast and its easy convert it from my c++ code. the fun Part, i get openGL feedback in realtime with need to code in OpenGL. float resX = 600; float resY = 600; float deltaD = 0.5; int numVert = 3; floatContinue reading “Sierpinski Gasket”
solar flare
i am workinmg on some tests for Sun project. i am trying to figure the concept for sunflares. still Artistic driven shapes, but i am planning more get more natural simulation going.
openCL tests in Houdini
a simple sin and PI function exereise.
shading testing
render test with indigo render
fractal render test with Indigo Render
48Million’s Polygons below:
NNody simulation with openCL
an N-Body simulation which calculates a gravity field and corresponding velocity and acceleration contributions accumulated by each body in the system from every other body. Shows how to mitigate computation between all available devices including CPU and GPU devices, as well as a hybrid combination of both, using separate threads for each simulator. the setupContinue reading “NNody simulation with openCL”
1,4 billion polygomn fractal
interactive rendering in Thea render on macbook 16GB. thats the limit of my memory:
golden ratio hexa fractals
exploring methid to create fractals in houdini and explore spline rendering in Pixars Renderman. RIS renderings of millions of spline is quite fast. Houdini also handle huge amount spline in almost realtime.
Renderman tests
Testing renderman 21 in Houdini. Quite fast so far