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Found 4 results

  1. I came across some really interesting procedural hard-surface topology here: https://www.instagram.com/mglhs_com/ He's definitely using Houdini for the workflow as seen in this post - I've been trying to figure out a workflow to generate fractures with workable topology but without success. When I try to push the boolean SOP with outputs from fracture SOPs anywhere near the kind of detail/shapes he's getting the geometry totally breaks down. It doesn't look like he's using any VDB workflow, based on the video it looks like it's purely mesh-based. Is anyone here able to get a better read on the approach he's using to get those kinds of clean fractures, gaps, and mesh separation?
  2. Hi folks Im a Houdini-noob, but somewhat techsavvy nerd, tryin to learn Houdini by fiddling with it, building stuff! atm tryin to re-create the "sharing" system visualised w the gif here ( i originally created it w pflow dataops in 3dsmax, but a fine case for houdini i thought ) idea of the system is each point representing a unit with a certain amount of energy if a point have a overcapacity of energy its look if a neighbour nearby is in need of energy if a energy-wealthy point sends energy to another, its withdrawn the amount of energy the lucky energylacking neighbour receives probably a deep plunge but thought, Hey I can easily write this w vex wrangles inside a SOP solver and voila - turns out not so easy... I sort of solved the exchange of energy btw groups of points, but struggle with visualising the "sent" energy as a "extra point flying from the energy-wealthy point to the energy-lacking one... seems fx i cant assign a velocity to the extra added point, only move it by moving its position Am i taking the totally wrong approach to this or is there hope? sharing v01.hipnc
  3. Just thought I'd drop this as it is very cool, and has a houdini feel to it.
  4. Hey everyone, I've been playing around with VOP networks with a little bit of VEX here and there and I wanted to give myself a challenge (not that it isn't already a huge challenge) while I learn these new techniques. I'd like to eventually create something that grows and animates into something like this image. I know there are potentially a lot of steps involved in creating an effect like this, so any guidance would help a lot. I'll be posting my hips along the way. I don't have a lot of experience with generative art, but I think the best way to begin would be to create a similar image with only texture so I can wrap my head around some of these noise concepts. Here are some of my initial thoughts on the process: I like the overall smokey/wispy movement to the piece mixed with the finer more viscous noises scattered throughout. I'm thinking maybe a particle driven growth will work? Like the particles will create the wispy flow as splines grow and follow. A finer noise will be layered on to get the sticky feeling I also like the depth to the piece, it looks like an alien mountain range. Maybe it would be nice to influence the growth with a painted attribute? A spline thickness or spline spacing falloff in the y direction would be nice too so i can get those peaks and valleys. Maybe the peaks and valleys can be created with a noise that forms in the negative space and the growth happens outside of that. Having a color ramp on the y axis would allow me to color the points based on their heights That's it for now. I'll try to post some starting hips as soon as possible.
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