Houdini releases always seem to have so many great features behind the
headlines that become day to day workhorses.

I came across the improvements in the Smooth node as I was exploring the
new 'Compiled Block SOP' feature with ome old VEX snippets that Shawn
Lipowski shared as part of his VEX course a few years back (code for
Laplacian/Taubin smoothing). The VEX method was just as good as the new
Smoothing node in H16 but it was slow because it had to be iterated a fair
number of times via a ForEach and the old ForEach wasn't multithreaded. The
new 'Compiled SOP Block' solved that problem but then I discover Houdini
ships with a C++ compiled Smoothing node that's even faster!

At least I learnt a few things about the new 'Compiled SOP Block' so it
wasn't a complete waste of time. :)


On 28 February 2017 at 15:28, Ed Schiffer <[email protected]> wrote:

> this is brilliant... thanks for sharing.
> I still haven't checked this one. it's so much to see!!
>
>
>
> On 28 February 2017 at 10:31, Jonathan Moore <[email protected]>
> wrote:
>
>> Loving the new H16 Smooth node. As in previous version of Houdini, this
>> smooths the topology of a Mesh without adding to the poly count. In
>> previous versions of Houdini it employed a Laplacian (Gaussian) smoothing
>> algorithm which did the job but tended to blur the detail too much.
>>
>> The new version in H16 is a huge improvement and includes a 'Method'
>> setting (topology dependent, but the Curvature-Dominant is my pick of the
>> bunch). This employs a two-step Laplacian operator to inflate the mesh
>> after smoothing, for volume/detail preservation.
>>
>> It's especially useful on scanned geometry or geometry that has been
>> derived via Houdini's VDB tools. The example below shows the new smoothing
>> on a 1million triangle scan (top image) vs the unsmoothed version (bottom).
>> And check out the snazzy new improved PBR shading in the H16 viewport. Nice!
>>
>>
>>
>>
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>
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