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Paul Corfield

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Paul Corfield last won the day on November 5 2019

Paul Corfield had the most liked content!

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About Paul Corfield

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  • Birthday 03/25/1970

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  • Name
    Paul Corfield
  • Location
    Wimborne, UK
  • Interests
    Painting and when I'm not painting I'm learning Houdini.

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  1. Need help with loops and Foreach

    More cuts where the colour is a lighter value and less cuts where it is darker. Then a local rotation matrix to rotate only blocks above a certain colour value. Final colour scheme slightly different than the one that drives the cuts.
  2. Need help with loops and Foreach

    Try it with 45° too, or with the random switch to choose between no rotation, 45° and 90°, or on random groups. So many possibilities once you start to play. Paul. https://www.instagram.com/paul_corfield_abstract_realism/
  3. From 9 primitives to 1 primitive

    Sometimes to do this I use the 'dissolve flat edges' sop which is in the gamedev tools, it's basically a wrapped up group and dissolve.
  4. Spiral around mesh

    This isn't perfect by any means but doing an attribute transfer with 'match P attribute' ticked gets it somewhere near, it's not nice and evenly spaced though. Tried a smooth and relax with varying degrees of success. The resulting shape can then be ray'd back onto the surface, again with varying degree of success. Uneven spiral ray.hipnc
  5. Carve Contour Lines In Car Body

    There's a SideFX video on vimeo for this project that Akira Saito made. A couple of weeks ago they added English subtitles to it so you should be able to learn a lot about his process from watching this. On the video play bar click on CC to call up the English subtitles.
  6. Convert Polygonal Curve to Bezier Curve Freehand

    Does feeding your line into a convert node and setting it to 'convert to' nurbs curve do what you want? In the convert (to nurbs curve) you can move the U Order slider to further alter the look of the curve. Then you can add a resample node if you need more points and another convert node and convert back to polygons.
  7. How to extrude edges\curves to one direction?

    You could use an attribute wrangle on the points before the polyextrude with something like @N=set(0,1,0); You can use the point sop to do the same thing, set attribute to N, in the Vexpression choose constant value and set the middle value to 1. Then all your normals on the edges/curves will be pointing straight up. In the polyextrude extrusion mode use point normals from attribute N as the extrude direction.
  8. displacement (or maybe sculpt) based on geometry

    Something like this? raise_point_of_contact.hiplc
  9. Controlling mountain basis with an attribute?

    Something like this ? noise.hiplc
  10. Need help with loops and Foreach

    Looks good, I'll have a play with that in the morning. Here's a couple of setups for getting L-shaped cuts and 45° cuts, the angle can be changed to anything you like. Everyone feel free to mess around and post any ways to improve them. different_shaped_cuts.hiplc
  11. Need help with loops and Foreach

    Getting some nice irregular shapes now.
  12. Need help with loops and Foreach

    Try the file associated with this video, you can get very similar results and I think it should work in older versions. This isn't mine but I was messing around with it before Matt's version and I could get a very similar style out of it. There's 4 or 5 different styles of cutting in the file that can be downloaded from dropbox. Link for the file is on the vimeo page.
  13. Need help with loops and Foreach

    Still playing with this setup, been loads of fun. A couple of recent renders.
  14. Need help with loops and Foreach

    @Werner Thanks, it came out ok, not bad for what took about 1 minute in Redshift. I'm like you, I never tire of looking at patterns like these. I'll no doubt mess around with this scene quite a bit more to see what else it can do.
  15. Need help with loops and Foreach

    Added some rotation with a transform just before the clip node in Matt's file. Also added some noise after the for loop to get some variation in the height from the ground.