Cvex lens shader
For 360 displays, stereo setup is very much different and technically more challenging. In such case when the viewer turns his head to any direction, his eyes are now separate "in different direction" then they were in "start" position when he was looking straight forward. This is why we need very special kind of lens shader where we have to offset and rotate each "eye" (camera) for every vertical row of pixels from far left to far right until we cover full 360 degrees so wherever you look you will have correct eye separation.
Lens distortion
(Case study)
Here we can see how different lens distortions work. I made houdini setup so we can see both visualy and mathematically how it works
Circle parameters
Its amazing how just two parameters can change outcome and overall look of the sculpture made out of pure math.
A perfect circle
Its amazing how just two parameters can change outcome and overall look of the sculpture made out of pure math. This shows many different variations.
Auto shatter setup
Goal of this r'n'd was to make setup where you pipe any model made of planks, and setup determines each plank orientation and prepares shatter-setup so every plank breaks naturaly.
Detail cubes
Setup takes input image or animation and recursively subdivides plane and extrudes polygons based on how many details are there in the image. More details, more subdivisions.