michael Posted March 11, 2015 Share Posted March 11, 2015 Brick/Stone Wall - Broken Horizontals here a fun(?) little problem... given the following reference http://donnamarie113.deviantart.com/art/BRICK-WALL-298282838 http://www.desktopwallpapers4.me/abstract/brick-wall-and-wood-floor-14568/ http://fc03.deviantart.net/fs70/f/2013/054/e/4/brick_wall_by_kayosa_stock-d5vy7u3.png how would one go about building a wall like this - a brick/stone wall is VERY easy...but a wall with what I'm calling 'broken horizontals' is much more difficult... if/when I have some time I'll see what I can do and post my results...if anyone has some good suggestions Quote Link to comment Share on other sites More sharing options...
michael Posted March 11, 2015 Author Share Posted March 11, 2015 hmmmm a series of divides - no convex, bricker polys with random values gets part of the way... anyone know why a group SOP (by expression -> rand($PR) in a foreach would only work once? Quote Link to comment Share on other sites More sharing options...
Skybar Posted March 12, 2015 Share Posted March 12, 2015 hmmmm a series of divides - no convex, bricker polys with random values gets part of the way... anyone know why a group SOP (by expression -> rand($PR) in a foreach would only work once? Maybe it's just returning the same random number each iteration? Try something like rand(($PR*stamp("../../foreach1", FORVALUE, 0))) Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted March 12, 2015 Share Posted March 12, 2015 for the group name try something like group_`stamp("../","FORVALUE",0)` Quote Link to comment Share on other sites More sharing options...
MADjestic Posted March 21, 2015 Share Posted March 21, 2015 Something along these lines..? http://s1.postimg.org/rw3xeku5a/rock_wall.jpg https://vimeo.com/122815674 1 Quote Link to comment Share on other sites More sharing options...
Skybar Posted March 30, 2015 Share Posted March 30, 2015 Interesting shapes there Vladimir! I like the tetris one! How did you manage that? Only voronoi? Quote Link to comment Share on other sites More sharing options...
michael Posted March 30, 2015 Author Share Posted March 30, 2015 @ Vladimir ah yes...nicely done do tell!! I'll keep trying with the series of divides - it would be nice to be able to do this on simpler geometry... Quote Link to comment Share on other sites More sharing options...
MADjestic Posted April 7, 2015 Share Posted April 7, 2015 (edited) Thanks, guys It is all done with standard Voronoi. The only difference is how you treat the second input (cells). Some people just chug a point cloud and get a cell per point. A more sophisticated solution is to turn Voronoi SOP's clustering with "Add Cluster Noise", but that gives you... a noisy pattern which is ok for generic break-ups, but is hard to control. What you do want is to control the cluster shapes. Say, you've got a point cloud and it is is clustered, i.e. every point has attribute "cluster", type integer. For a Voronoi SOP, set "Cluster Pieces" on and feed your point cloud to Voronoi SOP. As for "teris" or lego-like look is due to a regular point-cloud (i.e. grid-like) with an addition of a few extra scattered points. It's a lot of fun to play with Voronoi in order to achieve various shapes. The notorious "Voronoi-look" is not the fault of the algorithm, but of the input Cheers, Vladimir Edited April 7, 2015 by MADjestic 3 Quote Link to comment Share on other sites More sharing options...
mestela Posted April 13, 2015 Share Posted April 13, 2015 Very cool tip, thanks Vladimir! Made a bunch of experiments, has become my lunch-break and after-hours obsession. http://www.tokeru.com/mayawiki/index.php?title=Houdini#Voronoi_cluster_and_fracture 3 Quote Link to comment Share on other sites More sharing options...
Marc Posted April 13, 2015 Share Posted April 13, 2015 Those are really nice results. I've played with more regular seed point distribution before, but haven't combined them with clustering yet. Now figure out a way to add space between each 'brick' so you can add concrete to the wall . Quote Link to comment Share on other sites More sharing options...
michael Posted April 13, 2015 Author Share Posted April 13, 2015 well if it isn't little Matty Estella... nice results.... I haven't had time to get back to this in a while but there are some very cool ideas here, thanks... I really want to break open Substance Designer and figure out how it's tile generator works... Quote Link to comment Share on other sites More sharing options...
mestela Posted April 13, 2015 Share Posted April 13, 2015 Heh, I had it in there, then decided to remove it for clarity. Duly added back in. 1 Quote Link to comment Share on other sites More sharing options...
Izat Posted October 5, 2015 Share Posted October 5, 2015 Hey, Vladimir! Thank you for your very helpfull post! Any chance to get a hip file? Also how you would go about texturing? Is procedural way preferable in your example? Quote Link to comment Share on other sites More sharing options...
Izat Posted October 5, 2015 Share Posted October 5, 2015 (edited) By the way can you by any chance post the hip with the otls implemented Edited October 20, 2015 by Izat Quote Link to comment Share on other sites More sharing options...
MADjestic Posted December 2, 2015 Share Posted December 2, 2015 (edited) The basics of the algorithm goes somewhere along the lines with: (rename the file to tetris.tar.bz2) (re-uploaded the attachement) tetris.tar.bz2.txt voronoi_test.7z.txt Edited July 4, 2022 by MADjestic Quote Link to comment Share on other sites More sharing options...
mestela Posted December 2, 2015 Share Posted December 2, 2015 hmm, corrupt file when I unpack it under llinux... any reason why you can't just upload the hipnc as-is? would be very interested to see the secret sauce in your tetris setup! Quote Link to comment Share on other sites More sharing options...
Shinjipierre Posted December 2, 2015 Share Posted December 2, 2015 Tried to open it as well and it didn't work Quote Link to comment Share on other sites More sharing options...
MADjestic Posted December 2, 2015 Share Posted December 2, 2015 oops, sorry! I've updated the file. 1 Quote Link to comment Share on other sites More sharing options...
mestela Posted December 3, 2015 Share Posted December 3, 2015 ah, very cool! will have a closer look at this tonight, thanks for sharing! Quote Link to comment Share on other sites More sharing options...
Kardonn Posted December 4, 2015 Share Posted December 4, 2015 Really cool technique! Not that I ever play around much with Voronoi, but never knew this functionality existed. This is Vlad's setup fed into a ForEach based on the name attribute, generate a random noise seed inside with `stamps("../", FORIDXVALUE, 0)`, subdivide each piece, then use that seed to add a little Unified Noise variation to @P.y. VDB -> Poly after just to surface it nicer. I feel like you could mess around for a month with this general idea and keep coming up with new stuff. tetris.hipnc 8 Quote Link to comment Share on other sites More sharing options...
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