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konstantin magnus

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konstantin magnus last won the day on April 26

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About konstantin magnus

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    Houdini Master

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    https://odysee.com/@konstantinmagnus:5

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  • Name
    Konstantin Magnus
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    Stuttgart, Germany

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  1. Zbrush-like details in Houdini

    Well, then you have quite a bit of research ahead of you. Maybe this helps: orient along curve SOP + primuv() can sample tangent directions from curves. 'texture bombing' adds structures based on image maps editing the pscale attribute along with pcfind_radius() changes radii the smooth()-function allows for different roll-offs. I have published lots of examples here and also some tutorials about this.
  2. Zbrush-like details in Houdini

    Hi Robert, to create procedural scales you could create voronoi cells based on an adaptively triangulated mesh. If a displacement map is all you want, better skip creating a high resolution mesh and write the cell distances directly to a map. scales.hipnc
  3. Procedural Mushroom - Video Tutorial

    How to create a procedural mushroom model in SideFX Houdini. Video: Original thread: Latest file version: https://gumroad.com/konstantin_magnus
  4. Like Sketch ?

    Hand painted looking textures for low-poly models: paint_bake.hipnc
  5. Modeling Dry Fruit And Color by Attribute

    The sweep SOP can do the shape along with remapping the UV coordinates and Vellum for additional deformation. dry_fruit.hiplc
  6. Like Sketch ?

    Good art work! You can also make curves follow the mesh topology by choosing directions towards neighbour polygons. topo_flow.hipnc topo_flow_only_curvature.hipnc
  7. Like Sketch ?

    Thanks, but I am not so sure whether this comes close to the example image you have provided. -> Most of us just trail scattered points. So would anyone know how to achieve evenly spaced strokes? https://mrl.cs.nyu.edu/publications/illustrating-smooth/hertzmann-zorin.pdf
  8. Square Bottom Bottle Modeling Question

    If you want the top to be perfectly round, just scale the grid to 0 and control its radius with the offset in the attribute wrangle.
  9. Square Bottom Bottle Modeling Question

    Hi Max, first rule: do not boole. Boolean subtractions seem very intuitive at first glance, but if not used advisedly they can do a lot of harm to the mesh's topology. Instead, you could measure the direction of a cylinder's surface towards the profile curves and blend between their closest positions. > bottle.hipnc
  10. Like Sketch ?

    The measure SOP has a principal curvature direction you could use for hatching. sketch.hipnc
  11. Directional bevel ( i.e random gradient displace per piece )

    You can pretty much choose a texture bombing approach to achieve this. Also look into "multiparm blocks" and set their count with the nuniquevals expression, if you really want to define all the curve ramps by yourself. Here is a tutorial: https://odysee.com/@konstantinmagnus:5/houdini-tutorial-texture-bombing-shader:7 projection.hipnc
  12. Convert curve to mesh overlapping mesh

    Hi Rival, you could create a quad mesh from a curve by laying a grid underneath, keep only the quads that touch it, snap the outer points to the curve, smooth and extrude, bevel and subdivide. quad_mesh_from_curve.hiplc
  13. Cut Mesh with Curve

    Hi vusta. Well, this is surely easy to setup, but not exactly light-weight. I was thinking more of something distance-based, that is just capable of cutting straight gaps through polygons. Like polycut, but able to cut through polygons twice if needed. But maybe that's it then.. gaps_polycut2.hiplc
  14. Cut Mesh with Curve

    Here is a polysplit-based procedure to create gaps. Are there any cleaner and more reliable SOPs for this by now? gaps.hiplc
  15. control the shape by ramp

    Cutting a grid with a curve ramp. float scale = chf('scale'); float radius = chf('radius'); int freq = chi('frequency'); float rot = radians(chf('rotate')); matrix3 m = ident(); rotate(m, rot, 2); vector pos = v@P * m; float dist = length(pos); float angle = atan(pos.x, pos.z); float angle_n = fit(angle, -M_PI, M_PI, 0.0, 1.0); float shape = chramp('shape', angle_n * freq); f@dist = (dist - radius) - shape * (scale - radius); cutting_grid.hiplc
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