Simulating Growth on Meshes - Houdini Tutorial

Houdini File: procegen.konstantinmagnus.de/...
Patreon: / konstantinmagnus
Houdini Flat Theme: github.com/mruegenberg/Houdin...
A polygon mesh gets iteratively displaced (and remeshed) based on surface features and normal orientation as well as light exposure.

Пікірлер: 33

  • @edmungbean
    @edmungbean4 ай бұрын

    been looking for this technique for literally 8 weeks - thank you so much!

  • @KonstantinMagnus

    @KonstantinMagnus

    4 ай бұрын

    Glad you like it! There's also VDB advection for similar effects.

  • @mattestela
    @mattestela Жыл бұрын

    That's very cool, seems way more controllable than the SDF method most people use. Thanks for sharing!

  • @PawelGrzelak
    @PawelGrzelak Жыл бұрын

    You always find easy solutions to not so easy ideas, thank you Konstantin!

  • @Emi-ok3ec
    @Emi-ok3ec Жыл бұрын

    Awesome setup. The possibilities are endless. Makes it really easy to add noise to the mask through attribnoise sop, add external velocity fields, etc. Thanks for sharing!!

  • @noc2_art
    @noc2_art Жыл бұрын

    Thank you so much Konstantin for all your great tutorials ❤

  • @mindflvx
    @mindflvx Жыл бұрын

    Wonderful technique, thanks for sharing! Thanks also for all your previous tutorials, you always seem to pick interesting subjects overlooked by most and I learned a lot from them.

  • @louuntitled1793
    @louuntitled1793 Жыл бұрын

    Amazing tutorial as always!

  • @heinblues
    @heinblues Жыл бұрын

    Dude thanks for the whole stuff your doing here+on your website!

  • @NLbeta
    @NLbeta Жыл бұрын

    This is pure genius, as always.

  • @kir11
    @kir11 Жыл бұрын

    Very interesting technique and cool result!

  • @aboldmule
    @aboldmule Жыл бұрын

    Great content, learned a good deal of new stuff. Thanks for sharing.

  • @vfxskull6208
    @vfxskull6208 Жыл бұрын

    Dude, this is fantastic. Thank you very much!

  • @massimobaita7178
    @massimobaita7178 Жыл бұрын

    Thank You very much, Konstantin!

  • @drunkenant7319
    @drunkenant73199 ай бұрын

    awesome tutorial!

  • @takeshiozaki5639
    @takeshiozaki5639 Жыл бұрын

    Simple and Cool FX!

  • @juancahf
    @juancahf Жыл бұрын

    Awesome, thank you for sharing this

  • @walidazizbash
    @walidazizbash Жыл бұрын

    Great tutorial, ty!

  • @austin_wendenburg
    @austin_wendenburg Жыл бұрын

    Awesome, thanks for sharing

  • @StephaneSOUBIRAN
    @StephaneSOUBIRAN Жыл бұрын

    Thank you, so nice !

  • @Electricvfx
    @Electricvfx Жыл бұрын

    Great technique

  • @arbikerimov
    @arbikerimov Жыл бұрын

    Thank you !

  • @randomlikeu
    @randomlikeu Жыл бұрын

    ❤ sehr cool

  • @carlherner9458
    @carlherner9458 Жыл бұрын

    super 👏

  • @dwisenhower
    @dwisenhower Жыл бұрын

    Trying to do a similar growth but as a cluster of mushrooms 🍄 anybody have a tut or tips?

  • @DommageCollateral
    @DommageCollateral Жыл бұрын

    ich verstehe einfach nicht wieso alle dafür den remeshing algo nehmen, das dauert ewig und ist mega jittery. dann kan man doch gleich partikel spawnen und diese dann nach vdb und zurück konvertieren(oder konvex hull), oder direkt die faces erstellen.

  • @KonstantinMagnus

    @KonstantinMagnus

    Жыл бұрын

    Die Meisten nehmen normalerweise VDB advect. Das Jittern ist in diesem Fall gerade gut, um unregelmäßige Strukturen reinzubekommen, die man ja auch bei Bedarf wegglätten kann. Aber wenn Du einen besseren Workflow hast, dann zeig gerne mal!

  • @DommageCollateral

    @DommageCollateral

    Жыл бұрын

    @@KonstantinMagnus hey, ich versuche gerade zu verstehen wie man mit fractalen topologie/geometry erzeugen kann. ich habe mal versucht den mandelbulb auf particles anzuwenden und das geht auch mit vdb. ich weiß halt nur nich nicht so ganz wie ich die faces zeichnen soll. ichh habe es tatsächlich hinbekommen einen lowpoly mandelbulb zu erzeugen, aber die topo stimmt noch nicht ganz. das ziel wäre es halt nicht über das ganze mesh zu iterieren, aber dafür muss man halt den algo verstehn xD

  • @DommageCollateral

    @DommageCollateral

    Жыл бұрын

    also topologie zu deformieren ist halt kein dingt, aber erzeugen, und in runtime zu animieren ist halt was anderes

  • @DommageCollateral

    @DommageCollateral

    Жыл бұрын

    man könnte natürlich auch lindenmeier bäume benutzen, dann hätte man das problem auch nicht mit dem remeshen. ich denke die frage ist halt wo man hin will, weil kann ja auch einfach shape keys benutzen (zb. mesh erst zeichnen und dann dissolven)

  • @DommageCollateral

    @DommageCollateral

    Жыл бұрын

    weißt du vllt wie man funktionsgleichungen nach lsysthems übersetzt?

  • @SupSupa10
    @SupSupa108 ай бұрын

    too much code. switch to C4D

  • @KonstantinMagnus

    @KonstantinMagnus

    8 ай бұрын

    Show me ; )