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Showing results for tags 'fractals'.
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Hi, I tried replicating this type of "subdivided fractals" and figuring out how does it exactly works for 5 months now but with no success despite my best efforts. (this is the thing I'm talking about: http://www.michael-hansmeyer.com/platonic-solids , it is somewhat explained in the technical background tab, and a bit more info: http://www.michael-hansmeyer.com/subdivided-columns) I tried similar things with the kinds of smoothing algorithms mentioned on the website (Catmull-Clark and Doo-Sabin) but I never achieved anything like these things (or I jusk can't see a forest because of a tree in front of me after that much trying ) So if anyone has some info about how these fractals can be made in houdini I would be really happy to read it
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Still learning Houdini, and having enormous fun. My only problem is that I can not render fast enough
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- procedural modeling
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Hi everyone, I love to explore the intersection between art and mathematics; that's why I am particularly happy to share this new Houdini Artist Profile with you. Heribert Raab, Senior FX TD at Image Engine Design, describes his journey through the world of fractals and presents some of his beautiful creations. We hope you enjoy the article, Patricia and the GridMarkets Team
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Hey Guys, I finished this project a while back. I included it in my showreel just before the FMX. If you want to see breakdowns of the scene, it's in my showreel. I also show the diversity of the shader used. The Breakdown starts at 00:40. In the bottom video you can see the WIP too. Everything but comp is Houdini. Mountain range is completely procedural. The Shader is procedural, snow amount is slope and height dependent mixed in with noise, you can determine the snow / rock bias too. The rocks under the snow is in the same shader and is controllable by reflection and displacement amount. There are three smoke sims on the left, top and right of the shot. The top one is a clustered pyro sim. In the top sim I used the velocity field to advect some particles for the snow effect. In the background the clouds are VEX Volume procedurally generated.