ya, his stuff is very cool. as are paul's on vimeo adding depth of field to
his ice raytracer. sorry for the OT

On Wed, Apr 18, 2012 at 12:08 PM, Stefan Andersson <[email protected]>wrote:

> I know it's not the same, still cool though
>
> http://mattebb.com/weblog/vop-pathtracer-bsdfs/
>
>
>
> On Apr 18, 2012, at 21:05, Steven Caron <[email protected]> wrote:
>
> http://www.sidefx.com/docs/houdini12.0/nodes/sop/trace
>
> On Wed, Apr 18, 2012 at 11:58 AM, Rob Chapman <[email protected]>wrote:
>
>> oh havn't seen that one or any cool examples of this 'trace' node. and
>> which one.. the path tracer,  ray tracer or the image tracer??  :)
>>
>> for a simplified image trace to 3D geom we can read in image or
>> texturemap data, turn that into particles, (with pixel particles) in ICE
>> do analysis on color / brightness thresholds of each particle to leave /
>> delete particles then mesh this with  polygoniser...  done! :)  or even old
>> school, displace some geometry with the image and chop off the displaced
>> geometry...  or am I missing the point of this node?
>>
>>
>>
>>
>>
>>
>>
>>
>> On 18 April 2012 18:56, Steven Caron <[email protected]> wrote:
>>
>>> ya, i like that trace node. i am not quite smart enough to make one of
>>> my own
>>>
>>>
>>> On Wed, Apr 18, 2012 at 10:51 AM, Fabricio Chamon <[email protected]>wrote:
>>>
>>>> +1... trying to push a L-System solver a la Houdini into ice....
>>>>  what about the tracer node? man, I want it so bad in soft...
>>>>
>>>
>>>
>>
>

Reply via email to