Filling a Mesh with Curves - Houdini Tutorial
FILE: procegen.konstantinmagnus.de/...
PATREON: / konstantinmagnus
Houdini Flat Theme: github.com/mruegenberg/Houdin...
A mesh gets converted to a volume in order to guide points through it for drawing curves. Points and volume are mutually affecting each other inside a solver. While the volumes gradient moves the points, the points draw into the volume.
Пікірлер: 22
thanks, so elegant
So simple, elegant and yielding a very interesting result. Great job!
Great idea with eating out the volume
Thank you Konstantin, another great idea to get inspired by.
Thanks Konstantin, you're on a roll!
Thank You very much, Konstantin!
I've just left C4D for Houdini so very happy to now catch up on your cool Houdini tutorials, great work Konstantin.
Very interesting technique ! thank you !
genius!
Awesome one Konstantin! Just a question how did you theme the vex editor syntax highlighting? It looks great
@KonstantinMagnus
Жыл бұрын
Thank you. It's called Houdini Flat Theme: github.com/mruegenberg/HoudiniFlatThemes
very cool! Could you make tutorial please about using of binary search trees for dividing polygons in Houdini
@KonstantinMagnus
Жыл бұрын
Hi Ka Sali, do you mean a quadtree? procegen.konstantinmagnus.de/quadtree
thnks for the tut, brilliant as usual. I would like to ask u how did u arrange ur timeline that way? urs is more compact.
@KonstantinMagnus
Жыл бұрын
Hi Carlos, Edit > Preferences > General User Interface > Playbar UI > Compact
@carlosrivadulla8903
Жыл бұрын
@@KonstantinMagnus wow, so simple. Thnx for the extra pixels on my screen 🙏
sorry somehow cant post reply under your answer, so here is answer on your answer: I have watched this, its more decorative use case. I mean Binary Partition System Anastasia Opara mentioned in her talk "Functional Symbiosis of Art Direction and Proceduralism" There is another example in project "KREMLAS" by Reinhardt Koenig, where he uses kd-trees for iterative partitioning. I understand this as storing all possible future cuts for being able to roll back and cut differently, if lets say in the 5th iteration one of the output polygons have bad proportion or something like that. This would be great for more proceduralism and rule based self desicion and less art directing
@KonstantinMagnus
Жыл бұрын
Thanks for the hints! But it's a similar thing. May I ask what you try to achieve?
@kasali2739
Жыл бұрын
@@KonstantinMagnus I would like to make some kind of floor plan generator
@KonstantinMagnus
Жыл бұрын
@@kasali2739 That's what I suspected. You could try this for now: procegen.konstantinmagnus.de/non-overlapping-tiles
@KonstantinMagnus
Жыл бұрын
I've just uploaded an example for KD splitting in Houdini: procegen.konstantinmagnus.de/kd-tree-splitting
@kasali2739
Жыл бұрын
@@KonstantinMagnus Thank you Konstantin, have added those 2 to my toolbox. Pretty fast you could do this. Have you heard about "Wasserstein metrics" (optimal transport), you can do crazy things with that. I suppose Metahuman uses that under the hood to mix and blend between 3 different face meshes(no voxel trick). How do you think, could this be written in VEX? kzread.info/dash/bejne/hm2DmLZuh6vKc5s.html