Tim Bacon

j00ey

About Me

EXPERTISE
Generalist
INDUSTRY
Film/TV

Connect

LOCATION
United Kingdom

Houdini Skills

Availability

Not Specified

Recent Forum Posts

OpenCL Transforms Dec. 16, 2024, 12:29 p.m.

I'm trying to learn some OpenCL - not for a particular purpose, I just want to get a handle on what's possible / potentially useful etc so I thought I'd try going from SOP to COP , doing some transforms, then back to SOP. I managed to do some translation and scale but I am stuck when it comes to rotation.

I'd like to do the whole lot with matrices rather than adding for translate and multiplying for scale but I haven't even figured out how to declare a matrix yet. I have had a look through the OpenCL for Vex Users page but I'm still stuck.

Can anyone give me a pointer?

Many thanks

file attached in case useful for anyone else finding their way...

Problem with 3D noise / position [xpu] July 30, 2024, 5:45 a.m.

Ah that's interesting - it's quite large, that section in camera above is approx 110 metres left to right...

There is some odd stuff going on at much more normal scales too though - this highlighted area is a planar area approx 1m high and is striated. I've tried fiddling with dicing settings and stuff like that and it doesn't seem to make any difference.

My position pass is fine and if I pipe the output of the mtlx_position that's driving the noise into an AOV it looks fine.

Problem with 3D noise / position [xpu] July 30, 2024, 4:05 a.m.

I'm generating a noise pass from XPU and it's oddly not consistent across my geometry. I'm just using a mtlx position using world space and it works and looks fine if the noise is low frequency but when it's high you can clearly see the different objects . I'm using the P pass in COPs instead for the moment, which will probably do what I'm after but I'd like to understand why it isn't working in shader.

Attached low and high frequency noise renders .