Brick/Stone Wall - Broken Horizontals

Recommended Posts

Brick/Stone Wall - Broken Horizontals

here a fun(?) little problem...

given the following reference

http://donnamarie113.deviantart.com/art/BRICK-WALL-298282838

http://www.desktopwallpapers4.me/abstract/brick-wall-and-wood-floor-14568/

http://fc03.deviantart.net/fs70/f/2013/054/e/4/brick_wall_by_kayosa_stock-d5vy7u3.png

how would one go about building a wall like this - a brick/stone wall is VERY easy...but a wall with what I'm calling 'broken horizontals' is much more difficult...

if/when I have some time I'll see what I can do and post my results...if anyone has some good suggestions

Share on other sites

hmmmm

a series of divides - no convex, bricker polys with random values gets part of the way...

anyone know why a group SOP (by expression -> rand(\$PR) in a foreach would only work once?

Share on other sites

hmmmm

a series of divides - no convex, bricker polys with random values gets part of the way...

anyone know why a group SOP (by expression -> rand(\$PR) in a foreach would only work once?

Maybe it's just returning the same random number each iteration? Try something like rand((\$PR*stamp("../../foreach1", FORVALUE, 0)))

Share on other sites

for the group name try something like group_`stamp("../","FORVALUE",0)`

Share on other sites

• 2 weeks later...
• 2 weeks later...

Interesting shapes there Vladimir! I like the tetris one! How did you manage that? Only voronoi?

Share on other sites

ah yes...nicely done

do tell!!

I'll keep trying with the series of divides - it would be nice to be able to do this on simpler geometry...

Share on other sites

Thanks, guys

It is all done with standard Voronoi.  The only difference is how you treat the second input (cells).  Some people just chug a point cloud and get a cell per point.  A more sophisticated solution is to turn  Voronoi SOP's clustering with "Add Cluster Noise", but that gives you... a noisy pattern which is ok for generic break-ups, but is hard to control.  What you do want is to control the cluster shapes.  Say, you've got a point cloud and it is is clustered, i.e. every point has attribute "cluster", type integer. For a Voronoi SOP, set "Cluster Pieces" on and feed your point cloud to Voronoi SOP.

As for "teris" or lego-like look is due to a regular point-cloud (i.e. grid-like) with an addition of a few extra scattered points. It's a lot of fun to play with Voronoi in order to achieve various shapes.  The notorious "Voronoi-look" is not the fault of the algorithm, but of the input

Cheers,

Share on other sites

Those are really nice results. I've played with more regular seed point distribution before, but haven't combined them with clustering yet.

Now figure out a way to add space between each 'brick' so you can add concrete to the wall .

Share on other sites

well if it isn't little Matty Estella...

nice results....

I haven't had time to get back to this in a while but there are some very cool ideas here, thanks...

I really want to break open Substance Designer and figure out how it's tile generator works...

Share on other sites

Heh, I had it in there, then decided to remove it for clarity.

Share on other sites

• 5 months later...

Also how you would go about texturing? Is procedural way preferable in your example?

Share on other sites

By the way can you by any chance post the hip with the otls implemented

Edited by Izat
Share on other sites

• 1 month later...

The basics of the algorithm goes somewhere along the lines with: (rename the file to tetris.tar.bz2)

voronoi_test.7z.txt

Share on other sites

hmm, corrupt file when I unpack it under llinux...

any reason why you can't just upload the hipnc as-is? would be very interested to see the secret sauce in your tetris setup!

Share on other sites

Tried to open it as well and it didn't work

Share on other sites

oops, sorry!

I've updated the file.

Share on other sites

ah, very cool! will have a closer look at this tonight, thanks for sharing!

Share on other sites

Really cool technique! Not that I ever play around much with Voronoi, but never knew this functionality existed.

This is Vlad's setup fed into a ForEach based on the name attribute, generate a random noise seed inside with `stamps("../", FORIDXVALUE, 0)`, subdivide each piece, then use that seed to add a little Unified Noise variation to @P.y.

VDB -> Poly after just to surface it nicer.

I feel like you could mess around for a month with this general idea and keep coming up with new stuff.

tetris.hipnc

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

×   Pasted as rich text.   Paste as plain text instead

Only 75 emoji are allowed.

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×