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subdivision technique


breadbox

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Im curious about this technique. I think he mentions that he does subdivision rules to do this. I simply cannot believe that complex shapes and detail can be achieved with subdivision rules. anyone know how something like this could be constructed in houdini?

http://www.michael-hansmeyer.com/projects/platonic_solids.html?screenSize=1&color=1#3

Edited by breadbox
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easy enough to achieve by creating some basic box, then create a for loop. set the number of replications that you want. then go inside and add a polyextrude. then in the settings add some variables so that each time the loop executes will be extruded in a slightly different way. noise is good for that because its not really random the results. if you set a noise with a very low frequncy you can get some cool paterns.

hope that helps

Edited by breadbox
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  • 1 month later...

Those are pretty cool. Nice.

Also I noticed in the link that he has large amounts of interpenetration too... so I guess it depends on what you're after :). You've succeeded in the 'looks cool' category.

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good stuff --- keep going! the interpenetrations might be avoided using some fancy RaySOP techniques within the ForEach.

yea most definitely, will try to do some ray sop stuff. not sure that I'm all that familiar with that sop, just basic things. but another couple ideas were to make a volume or tetramesh. it is hard to preserve the fine detail in the point shapes though. would need an unbelievably high tetramesh to hold the details.

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Here is my attempt.

I used a ray sop setup to avoid (more or less) intersections.

I think they look like pseudo artifacts. There's an underwater feature in the south here that looks like that and some people claim it's man-made (a la Atlantis) but others insist that it's a weathered geolocial feature like columnar joints (of course).

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post-4013-130709298822_thumb.jpg

post-4013-130709300067_thumb.jpg

post-4013-130709301275_thumb.jpg

post-4013-130709302366_thumb.jpg

Edited by Macha
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  • 1 month later...

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