## sun flares simulation

first adept to simulate sun flares in houdin based on nbody model

## gravitational wave lines

gravitation curvature lines. abstract visualization of sun fusion reactor.

(just cut through)

## real shading tools dev 1

starting to create new pre-render shading tool for my fractals abstract work. its still fast in Vex with 1 mil points. i am planning to convert it later to openCL for the heavy Geo lifting.

## Sierpinski Gasket

playing with the Sierpinski Gasket in houdini, coding exereise. Houdini Vex is very fast and its easy convert it from my c++ code. the fun Part, i get openGL feedback in realtime with need to code in OpenGL.

float resX = 600;

float resY = 600;

float deltaD = 0.5;

int numVert = 3;

float pi = 3.1415922653;

float rotOffset = pi / 6.0;

vector pos= {0,0,0};float cx = (resX/2.0)*cos((2*pi/numVert) + rotOffset) + (resX /2);

float cy = (resY/2.0)*sin((2*pi/numVert) + rotOffset) + (resY /2);int iter = chf(“iteration”);

for(int i=0; i<(iter+15); i++) { int num = int(((rand(i)*32767) % numVert) +1); float xVert = (resX/2) * cos((2*pi*num / numVert) + rotOffset) + (resX/2); float yVert = (resY/2) * sin((2*pi*num / numVert) + rotOffset) + (resY/2); cx += deltaD * (xVert – cx); cy += deltaD * (yVert – cy); if(i>15) {

pos.x = cx;

pos.y = cy;

addpoint( 0, pos );

}

}

## solar flare

i am workinmg on some tests for Sun project. i am trying to figure the concept for sunflares. still Artistic driven shapes, but i am planning more get more natural simulation going.

## openCL tests in Houdini

a simple sin and PI function exereise.

## shading testing

render test with indigo render

## fractal render test with Indigo Render

48Million’s Polygons below:

## NNody simulation with openCL

120.000 stars simulated in houdini with openCL. the graphic card on my macbook RX420 GPU is about 25 faster then NBody in C/Vex on the I7 CPU

realtime nbody on my macbook with 40.000 stars

## 1,4 billion polygomn fractal

interactive rendering in Thea render on macbook 16GB. thats the limit of my memory:

## Keyshot 3d fractal render tests

24million polygoin test

## golden ratio hexa fractals

exploring methid to create fractals in houdini and explore spline rendering in Pixars Renderman. RIS renderings of millions of spline is quite fast. Houdini also handle huge amount spline in almost realtime.

## Renderman tests

Testing renderman 21 in Houdini.

Quite fast so far

## Fractal grid tool

I am starting wrap up fractal tools and doing some test rendering.

## retro Spaceship

i am starting a new series with models of scifi vehicles