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Techie

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About Techie

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    Peon

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    http://techie.se

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  1. Tile Generator asset

    Hi, I've just released a Tile Generator asset that can generate seamless brick and hexagon tiles. https://techie.se/?p=gallery&type=houdini_assets&item_nr=5 I plan on adding additional tiles soon. tile_generator.mp4
  2. Hi, I've just released my Seamless Voronoi Fracture asset: http://techie.se/?p=gallery&type=houdini_assets&item_nr=4 It generates seamless 2D and 3D voronoi fractures.
  3. Hi, I've just released my Seamless Geometry asset: http://techie.se/?p=gallery&type=houdini_assets&item_nr=3 It has two modes: Seamless Geometry - makes input geometry seamless and works with polygons, polylines and points. Seamless Instancing Points - relaxes/displaces/orients/scales/deletes input points using seamless noises to prepare them for instancing with a copy node.
  4. Procedural rock generator

    Thanks @stickman! I've fixed the link now.
  5. Procedural rock generator

    Hi, I've just released version 2 of my Rock Generator asset. Major new features include a new type of displacement to generate cracks, greatly improved UV generation for arbitrary meshes and a new material. You can see more info at http://techie.se/?p=gallery&type=houdini_assets&item_nr=1 and download it from https://www.orbolt.com/asset/Techie::rock_generator::2.0. Here's an example rock: And here's the same rock with fully procedural UVs: Kind regards, Techie
  6. Seamless Noise VOP asset

    You're welcome!
  7. Seamless Noise VOP asset

    Hi fleity! OK, try the following: 1. Import the asset. 2. Switch to the COP/IMG network and create a VOP COP2 Generator node. 3. Open the VOP node, press tab and select Digital Assets > Seamless Noise. 4. Connect the global X and Y variables to the xParm and yParm on the Seamless Noise node and connect the noise output to the RGB outputs. 5. Hopefully you should see the noise on the Composite View tab now, otherwise try changing the Noise Type, that should trigger it to generate (not sure yet why this is needed). Let me know if that helps! Also see the attached example file which shows how to use it in both COP and SOP nodes. seamless_noise_examples.hip
  8. Seamless Noise VOP asset

    Hi! I'd like to share a Seamless Noise VOP asset that can generate seamless 2D Perlin, Worley and Voronoi noise. It works in any VOP context, e.g. COPs to generate textures or in SOPs to generate displacement. You can download it here: http://techie.se/?p=gallery&type=houdini_assets&item_nr=2.
  9. Brick/Stone Wall - Broken Horizontals

    Very cool trandzik!
  10. Procedural rock generator

    Hi again, Version 1.5 was released a few days ago and I've made a short video showing some of the features, see here: https://vimeo.com/181100367.
  11. Attribute VOP functions

    In case anyone is wondering, I asked support and they said that the only way to create a function in a VOP network is with a digital asset.
  12. Hi, Is there a way to create a function inside an Attribute VOP using nodes instead of VEX? And then being able to call the function (with parameters) from anywhere inside the node. I tried the following: * using a Method Subnetwork and Method Call but it doesn't seem to be the correct way, it seems to be related to shaders only? * using a regular subnetwork but that's not reusable. * creating a digital asset from VOP nodes, which works but I'd rather not do that because I'll need to use several functions and it seems impractical to create assets for each one, and additionally the Attribute VOP itself is going to be used in a digital asset as well. Thanks in advance!
  13. Procedural rock generator

    I have now released a new version of the Rock Generator asset, see https://www.orbolt.com/asset/Techie::rock_generator::1.0 The displacement of non-spherical geometry with sharp edges has been improved and I have also remade the texture, among other things. Here's a few examples:
  14. Procedural rock generator

    Hi 6ril, Thanks a lot for your suggestions! I'll add another screenshot and also add a crystal type which is more pointy.
  15. Procedural rock generator

    Hi! This is my first post here, hopefully I'm posting in the right section. I recently released a procedural rock generator asset for Houdini. It can generate various types of rocks by using geometric or volumetric displacement, perform remeshing and polygon reduction, create UV coordinates and also apply a procedural texture which can be baked to a file. Link: https://www.orbolt.com/asset/Techie::rock_generator::1.0 I hope to add more features later on. I'm sure most of you here can create this sort of asset easily but maybe it's still useful for some of you, I've spent quite a lot of time on creating it. If you have any comments (e.g. if the price is fair or not) or features you'd like me to add, let me know.
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