Houdini - Technical and organic grow pattern
Фильм және анимация
Today I will show you how to build a technical and organic grow pattern in Houdini, its really simple and i like the look of it.
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timcgi
Пікірлер: 30
Been admiring these kind of FX for a long time, thank you so much for sharing such an elegant and simple way of creating it~
Great tutorial, thanks!
Very cool work!
I`m really enjoy your tutorial, thanks for your share.
preetty awesome!!
thank you so much !
@timjdesign
3 жыл бұрын
You are welcome!
Thank You very much,
@timjdesign
5 жыл бұрын
No problem! :)
very useful!
@timjdesign
5 жыл бұрын
Thanks!
Great video! I'm curious if you'd want to add spheres to the ends of the curves as they grow out is there a specific way to go about doing so? I assume copy to points but then use some sort of range node to isolate the end points?
@naveeninvests
2 жыл бұрын
Oh perhaps using a attribute wrangle with the expression ' if (@curveu
did you change the code to have the result in the first scene (multiples mini veins) or it's just playing with the seed, the treshold and the remesh. amazing stuff bro!
@timjdesign
4 жыл бұрын
Thanks Bro! It's all depends on the density and the geometry flow! :)
Thank you so much for this tutorial! Would you happen to know how to make it work with volumes? I tried to convert the starting mesh with iso offset and then scatter points within the volume, connected that to the start group but it doesn't work.
@timjdesign
4 жыл бұрын
You are welcome. Try to use a connect adjacent pieces after the scatter node. You need primitives for the findshortestpath node.
@everydayhero3610
4 жыл бұрын
@@timjdesign Works like a charm, thank you!
Really cool! IS there maybe a way to use this on more complex objects? So that this pattern curves around the surface and doesnt go through?
@timjdesign
4 жыл бұрын
Hay there Avox, you can try to make a VDB out of the complex geometry, then convert it back to polygon with the VDB convert. Now you can merge your original geometry with the lines.
@avaze7
4 жыл бұрын
@@timjdesign hey, timj design, I actually noticed that the setup shown in this video works well enough(for my project) and doesn't need any adjusting. I misunderstood the way this worked. Maybe for more complex projects than mine this could be useful. Thanks for the answer! This technique is awesome!
@timjdesign
4 жыл бұрын
Gald that it worked, you are welcome! And thanks for the feedback :)
Great video, nicely explained as you go. But, at 7:05, I get the following error on the ">" in my attribwrangle1 VEX: "Implicit cast from vector to float. Use explicit cast instead. (4,22)."
@timjdesign
5 жыл бұрын
firts thanks for the feedback! You need to use type prefix on the first usage of @-binding inside wrangle: i@ptn will work. Without prefix, it will be defaulted to f@ptn or to the proper type, if the attribute name is something common (standard VEX/VOP variables and globals are recognized). I hope this will help!
@stevensilcock
5 жыл бұрын
@@timjdesign thanks. I'm pretty new to VEX & still trying to get my head around it. This is the code I'm currently using: v@random_point = rand(@ptnum * chf("seed")); if (@random_point { removepoint(0, @ptnum); } You couldn't modify to show me where "i@ptn" or equivalent is supposed to go. I tried but still couldn't get it to work. Shows how much I know about VEX:-D It's kind of strange how the attribwrangle was showing an error initially but now it isn't. But the grid isn't visible in the Viewport so still bugged out.
@timjdesign
5 жыл бұрын
Place down an attribute wrangle and try this code :) Code : if(rand(@ptnum, chf("Seed")) > chf("threshold")) { removepoint(0, @ptnum); } Don't forget to create your channels and run over points, it's exactly the same code but a little smaller. :) I hope this will help
@stevensilcock
5 жыл бұрын
timcgi that fixed it. Now I can keep watching past 7:05. Thanks.
@timjdesign
5 жыл бұрын
You are welcome! Enjoy the tutorial :)