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danwills
searching PlanetScale…
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37 ms
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391.
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Changes in Ready 0.6
(reaction-diffusion.googlecode.com)
2 points
by
danwills
13y ago
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0 comments
392.
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Ready 0.6 Released
(plus.google.com)
2 points
by
danwills
13y ago
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1 comments
393.
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Houdini Engine Public Preview
(sidefx.com)
1 points
by
danwills
13y ago
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0 comments
394.
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danwills
13y ago
Wouldn't the bokeh (~defocus kernel) shape be changed by the fact that cats have a differently shaped pupil? Interesting nonetheless.
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Game Art In Unity (Links Houdini Engine)
(sidefx.com)
1 points
by
danwills
13y ago
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0 comments
396.
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The State of the Global VFX Industry 2013
(visualeffectssociety.com)
2 points
by
danwills
13y ago
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0 comments
397.
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Introducing the Houdini Engine
(sidefx.com)
2 points
by
danwills
13y ago
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0 comments
398.
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danwills
14y ago
I work in the VFX industry, and I agree. We often need to make a choice between a rasterisation-like method - which in VFX usually means micropolygon rendering like Pixar's REYES algorithm - or a raytracing-based method, like SideFX Mantra'
399.
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danwills
14y ago
I would use it to render huge fractal images, do interesting and complicated path tracing (ie physically-based raytracing in mantra or luxrender), and explore reaction-diffuson simulations. All assuming, of course, that completeley parallel
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Visualizing binaries with space-filling curves (2011)
(corte.si)
2 points
by
danwills
15y ago
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0 comments
401.
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danwills
15y ago
VOPs in SideFX:Houdini are the best use of code-with-nodes I've ever used. You 'write' your code as a network of nodes, then on the fly it is converted to vex (a houdini internal scripting language) and compiled, the result runs very quickl