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Showing results for tags 'veins'.
Found 4 results
Closed leaf venation patterns
charlesnyiha posted a topic in General Houdini QuestionsHello, I've been trying to make a procedural system that generates closed leaf venation patterns, based on this paper: http://algorithmicbotany.org/papers/venation.sig2005.pdf An example of what I'm trying to achieve. I thought I would try to extend Entagma's space colonization algorithm, since all leaf venation really is is an extension of space colonization. And I've been banging my head against this wall for months, to the point of desperation. I need help. Attached is the HIP file, if anyone wants to look at it. Has anyone of you successfully implemented this before, and if so...please help! What am I doing wrong, any ideas, any tips, etc. Thank you so much! closed leaf venation.hiplc
Recursive Particle Split
ParticleSkull posted a topic in EffectsHey guys, how can I duplicate particles recursively? Sort of in a fractal / l-system way, to simulate veins, bramches and stuff like this Thx
Good old veinsHello. nice to meet you all, im new here. Have good old question about how to make veins grow animation. I usually do my work in c4d, but thought that it would be much easier in houdini, but its not atleast for me, im kinda stuck. What I want to make is a box filled with blood vesels, i need them to animate, how they fill the space (volume, i guess). One look i found nice was this I like how the brunch off into little ones and they are tapped at the ends(this i need most, and have most problems achieving). Im pretty clumsy around houdini as far as i have researched its possible to do with lsystems or point sop solver? (am i correct? ) If someone could guide me a little bit, would appreciate much. thank you.
Procedural Veins material?
ParticleSkull posted a topic in Lighting & RenderingHey guys, I don't have a lot of experience in SHOPs yet so I'd like to see if someone could give me some ideas for this. I'm developing a procedural eye and I'm able to do it's veins procedurally on SOPs but I guess it would be much more useful if I could achieve something in the shader, maybe using some kind of noise. I don't know. I'm kinda stucked in the beggining so I just need any kind of ideas here's a good reference (I like the thickness variation)