# Brick/Stone Wall - Broken Horizontals

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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

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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?

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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)))

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

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

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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...

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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,

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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 .

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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...

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

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

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

Edited by Izat

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

tetris.tar.bz2.txt

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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!

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

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oops, sorry!

I've updated the file.

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

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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

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