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

  • @yabadub
    @yabadub2 ай бұрын

    thanks, so elegant

  • @Skovidesign
    @Skovidesign4 ай бұрын

    So simple, elegant and yielding a very interesting result. Great job!

  • @PawelGrzelak
    @PawelGrzelak Жыл бұрын

    Great idea with eating out the volume

  • @aboldmule
    @aboldmule Жыл бұрын

    Thank you Konstantin, another great idea to get inspired by.

  • @mindflvx
    @mindflvx Жыл бұрын

    Thanks Konstantin, you're on a roll!

  • @massimobaita7178
    @massimobaita7178 Жыл бұрын

    Thank You very much, Konstantin!

  • @anthonythorne8708
    @anthonythorne8708 Жыл бұрын

    I've just left C4D for Houdini so very happy to now catch up on your cool Houdini tutorials, great work Konstantin.

  • @benlemoine75
    @benlemoine75 Жыл бұрын

    Very interesting technique ! thank you !

  • @vfxskull6208
    @vfxskull6208 Жыл бұрын

    genius!

  • @workflowinmind
    @workflowinmind Жыл бұрын

    Awesome one Konstantin! Just a question how did you theme the vex editor syntax highlighting? It looks great

  • @KonstantinMagnus

    @KonstantinMagnus

    Жыл бұрын

    Thank you. It's called Houdini Flat Theme: github.com/mruegenberg/HoudiniFlatThemes

  • @kasali2739
    @kasali2739 Жыл бұрын

    very cool! Could you make tutorial please about using of binary search trees for dividing polygons in Houdini

  • @KonstantinMagnus

    @KonstantinMagnus

    Жыл бұрын

    Hi Ka Sali, do you mean a quadtree? procegen.konstantinmagnus.de/quadtree

  • @carlosrivadulla8903
    @carlosrivadulla8903 Жыл бұрын

    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

    @KonstantinMagnus

    Жыл бұрын

    Hi Carlos, Edit > Preferences > General User Interface > Playbar UI > Compact

  • @carlosrivadulla8903

    @carlosrivadulla8903

    Жыл бұрын

    @@KonstantinMagnus wow, so simple. Thnx for the extra pixels on my screen 🙏

  • @kasali2739
    @kasali2739 Жыл бұрын

    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

    @KonstantinMagnus

    Жыл бұрын

    Thanks for the hints! But it's a similar thing. May I ask what you try to achieve?

  • @kasali2739

    @kasali2739

    Жыл бұрын

    @@KonstantinMagnus I would like to make some kind of floor plan generator

  • @KonstantinMagnus

    @KonstantinMagnus

    Жыл бұрын

    @@kasali2739 That's what I suspected. You could try this for now: procegen.konstantinmagnus.de/non-overlapping-tiles

  • @KonstantinMagnus

    @KonstantinMagnus

    Жыл бұрын

    I've just uploaded an example for KD splitting in Houdini: procegen.konstantinmagnus.de/kd-tree-splitting

  • @kasali2739

    @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