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... >>>> >>> >>> >> >

