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Re-create Sci-Fi Art WIP - Steampolis


Zanozza

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Good morning everyone!

This is first challenge that I'll try to be a part of.

First of all, I am not Artist, I am a Technical Artist, that mean Tools Creator. So, please be indulgent for my stuff.

I have Zero experience on render, fluids and particles, so now is good time and reason to learn!

I have 3 targets: procedural, procedural and one more - procedural.

I'll try to create everything in Houdini, except (probably) some texture work in MARI, which 30 days beta license I got (can I use it really?).

Main Idea is - to create some futuristic city that use steam power. All habitans are heroic space explorers (with steam power? Yes! ;) ). I would mix nice, pure retro-style and some "black" humor. Or sadness... We'll see...

My main inspirations are:

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post-2272-128635567794_thumb.jpg

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post-2272-128635608708.jpg

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Thank you, Matt!

UPD: music inspiration (ie OST ;) )

Eric Serra (OST: Le Cinquième Elément) "Leeloominai": http://www.youtube.com/watch?v=KZbWAk7_oZQ

Julie London "Cry me a river": http://www.youtube.com/watch?v=ByUOFV5TusE

Lena Horne "I want a little doggie": http://www.youtube.com/watch?v=f45dpcUjVrg

Club Des Belugas "Skip To The Bip": http://www.youtube.com/watch?v=HZXM6Ayhqg0

Edited by Zanozza
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Today is "the Day of Details".

Lunch Time Probes (oh, I 'm still hungry actually):

Grass scattering on objects probe:

post-2272-128636910372_thumb.png

Scatter test with no penetration (useful for stones etc placement):

post-2272-128636919508_thumb.png

Dirt, rust and mould propagation along of object's sews:

post-2272-128636924422_thumb.png

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Small update.

Playing with revolve surfaces and they UV mapping.

Made procedural UV mapping. The U now depend from point distance from curve beginning, instead dependancy of point number.

Result you can see here:

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Its much easy to paint the texture, isn't?:

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My method working on any curve types. In those example I had polygonal curve.

As you can see, that method much better than "cilinder mapping", for example. Why? Because it's work on curve vith "loops" or flatten parts.

Check points 2 & 3 and 7 & 8:

post-2272-128645010068_thumb.jpg

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Ou really cool

nice UVs methods, hope you will show us your trick (: Uvs in houdini is little bit tricky. I use a lot lot polyWire tool, I love this node, But have problem with UvS. Is there some possibility to have one stitched UV no matter how many segments and how much is pipe bended?

Good luck!

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Is there some possibility to have one stitched UV no matter how many segments and how much is pipe bended?

Hi and thank you, blackchicken!

Yes, It doesn't really matter how you will bend your curve. Only one dependency are exist: the distance from curve initial point.

I would create "making off" video after challenge finish and show some "tips and tricks".

Cheers!

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First of all, I would do that by one simple reason - I'm not an Houdini VFX artist and feel the pain of getting information of this greatest CG package "in full volume".

I just would make the life of "Houdini schoolars" a little bit easy...

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Small update.

Tonight I've been in love with tubes (yes, yes, I'm - just a techartist, and don't have a time for more <_< )

I've change my earlier tool (that you can see on my vimeo, video with the tree).

Now I can generate not just a vines but industrial stuff too (tubes, wires etc). Sure, we can control UV procedural generation too.

So, procedural tube. Profile and basic curve - on inputs:

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Oh, one more thing - that procedural object have adaptive subdivision (that actually don't affect on UV generation ):

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Surprise! We can generate tube on tubes!:

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Clean mesh for the better topology view:

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I can twist my tubes as I would:

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Let take closer look on tube:

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With that simple control:

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We can easy change UV layout:

post-2272-128709563239_thumb.jpg

Sure, all this objects are polygonal.

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Hello!

Finished with my Tube Generator:

post-2272-128728174424_thumb.jpgpost-2272-128728177012_thumb.jpg

Main Tube based on simple curve, then builded with adaptive subdivision:

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I can generate also as many as I need "second" tubes. To do that, I just need to draw the plain path...

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... and desired number of copies:

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Sure, I still have an procedural UVs and can change them independently:

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Why do I wrote about this in another post? Because the algorithm are completely fresh and new - very fast (can work for complete city) and don't use any cycle operations i.e. ForEach. Everything work in "one wire network".

Edited by Zanozza
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Thank you, guys, for your support!

Last pictures for my Tube Generator tool, now this is "vines" option:

post-2272-128738995089_thumb.jpgpost-2272-128738997988_thumb.jpg

As you can see, long "corners" of secondary tube ("vines") can be not attached to main tube but can swag freely like a rope or vine.

Check continues and smooth form of this loop. I mean - no hard corners in the place of attaching to main tube.

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  • 3 weeks later...

Sorry for delay - very busy on work.

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Thinking about destroyed city as poster's background.

Made for this some Adaptive Procedural Destruction Tool. No any boolean operation - pure procedural!

Very clean and quick result - working in realtime!

Animated GIF:

adaptive.gif

As you can see, the glass not cutting but shatter, as real.

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  • 3 weeks later...

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