frankengen Posted June 4, 2015 Share Posted June 4, 2015 Hi, I'm trying to bed outwards, basically like this I saw this effect and though I wanted to recreated it, cause it looked like a fun challenge. I think I'm very close but not quite getting there. I was wondering if anyone have a clue what I'm doing wrong. They are kind bending outwards but not all of them are. Any help would be much appreciated. Many thank.Frank Engen 7Bend_01.hipnc Quote Link to comment Share on other sites More sharing options...
Robert Posted June 5, 2015 Share Posted June 5, 2015 Hi, I took a look at your file and made my own version. Bending geometry often gives weird results which is why I prefer to use curves as in between step. In my setup the curves/wires are bent and then a wire deformer is used to deform the geometry. This gives a bit more control. I also included a guide curve which the geometry bends away from. This should makes it more directable and less abstract. On the foreach node there is a strengthMult parm which controls the amount of bending. I think my setup is far from efficient but at least it gives some control. 7Bend_01_RobertEdit.hipnc 1 Quote Link to comment Share on other sites More sharing options...
frankengen Posted June 6, 2015 Author Share Posted June 6, 2015 Thank for that, thats a really cool solution Quote Link to comment Share on other sites More sharing options...
Atom Posted June 6, 2015 Share Posted June 6, 2015 (edited) That is a nice example file Robert. I have discovered some of the control parameters but effector location still eludes me... Which parameter would I animate to move the effect through the geometry, as shown in the video in post #1? Edited June 6, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
Atom Posted June 6, 2015 Share Posted June 6, 2015 (edited) After playing with Robert's example file most of the day I have added two materials. This is accomplished by activating Create Output Groups under the Groups tab of the Polyextrude node. I then add a material node near the end and use the font_sides and font_cap groups to apply a different material. What would be nice, however, is to take it one step further and detect which faces are on the inside. If I could get those into a group I could apply a third material. I can guess at the node setup but I'm not sure how to proceed? I imagine the logic is to get the center of the bounding box for the primitive and then check every face in the font_sides group to see if it is facing the center. If so, it gets added to a new group, font_inside. I just don't know how to node that kind of logic up. Should I start with code or can it be done with existing nodes? I am attaching my revised scene if anyone wants to play around with it. The nodes highlighted in purple contain parameters that are fun to play with. ap_font_flay_pill_Bend_01_RobertEdit_1c.hipnc Edited June 7, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
Atom Posted June 7, 2015 Share Posted June 7, 2015 (edited) I am still trying to figure out how to paint the inside faces a different color from the outside faces. I found a SurfaceVOP example, here on the forum, that lets me project a pattern on the sides. But it's projection seems to be based on Camera angle of incidence not actual geometry orientation. It would still be nice to somehow come up with a set of nodes that could detect inside and outside faces and put them in groups... ap_font_flay_pill_Bend_01_RobertEdit_1e.hipnc Edited June 7, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
anim Posted June 7, 2015 Share Posted June 7, 2015 ... It would still be nice to somehow come up with a set of nodes that could detect inside and outside faces and put them in groups... ap_font_flay_pill_Bend_01_RobertEdit_1e_groups.hipnc Quote Link to comment Share on other sites More sharing options...
Atom Posted June 7, 2015 Share Posted June 7, 2015 (edited) Thank you Tomas, that is what I was looking for as far as materials are concerned. The next step is to somehow link the effect influence to the bounding box of an external piece of geometry. This way I can move the external geometry, say a box, over the font and the effect will ripple through the font as the box moves by. Just like in the example video in post #1. (i.e. C4D Effector) Edited June 7, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
anim Posted June 7, 2015 Share Posted June 7, 2015 you can just use volumes for that, then sample volume in node where you are computing strength for your bend and multiply the strength value Quote Link to comment Share on other sites More sharing options...
Atom Posted June 8, 2015 Share Posted June 8, 2015 (edited) @Tom: Thanks for the tip on how to proceed. I am still learning Houdini so your instructions are a little over my head at this time. I do understand the volume concept. I could route the original extruded font into some kind of volume convert SOP then connect that to one of the remaining inputs on the FOREACH? Inside the FOREACH is where the strength is calculated (I think). What node would I use for sampling the volume inside the FOREACH? And how do I multiply, do I need to create an attributeVOP and perform the multiply inside that or is there another way? Edited June 9, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
anim Posted June 9, 2015 Share Posted June 9, 2015 here is a quick modification ap_font_flay_pill_Bend_01_RobertEdit_1e_mask.hipnc Quote Link to comment Share on other sites More sharing options...
Robert Posted June 9, 2015 Share Posted June 9, 2015 (edited) That is a nice example file Robert. I have discovered some of the control parameters but effector location still eludes me... Which parameter would I animate to move the effect through the geometry, as shown in the video in post #1? Well there isn't a parameter to animate the effect, until now! In the attached example I added an attribute to the guide curve (second input of the FOREACH) that is animated and acts as a multiplier to the bend strength. I also added a falloff option for some smooth blending. 7Bend_01_RobertEdit2.hipnc Edited June 9, 2015 by Robert Quote Link to comment Share on other sites More sharing options...
Atom Posted June 9, 2015 Share Posted June 9, 2015 Thanks to both of you for the example files. I think the Tomas versions is closest to what I was asking for. Now to figure out how it all works! Quote Link to comment Share on other sites More sharing options...
mestela Posted June 10, 2015 Share Posted June 10, 2015 I was curious if there was a way to do this without a for-each, got this (click to play the gif). The bend is purely in the xz plane, gonna keep thinking on it, see if there's a way to get the full bend effect. bendy_words_v01.hipnc Quote Link to comment Share on other sites More sharing options...
Atom Posted June 10, 2015 Share Posted June 10, 2015 (edited) @Matt: That is a nice variation on the effect. You may want to throw in a Normal after the Attribute VOP to restore the seamless nature of the font for unaffected areas. I also promoted the Scale parameter in the Displace Along Normals node which reside within the Attribute VOP. I renamed it from Scale to Radius Of Influence, that seems to be it's major effect. It gets kind of flaky as the value increases, however, there may be a better way to implement a radius control? Edited June 10, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
Atom Posted June 10, 2015 Share Posted June 10, 2015 (edited) After playing around a bit more with the parameters I have a setup that builds on a phrase from it's divided parts. I am attaching the modified hip file. ap_bendy_words_v02.hipnc Edited June 10, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
Atom Posted June 10, 2015 Share Posted June 10, 2015 (edited) I took matt's bendy_words_v01 and installed Tomas' Attribute VOP to calculate the inside face group. I added the Normal fix and an additional Color that makes use of the inside face group. ap_bendy_words_v05.hipnc Edited June 10, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
Robert Posted June 11, 2015 Share Posted June 11, 2015 (edited) And now come up with a method that prevents the intersection with neighbors when bending In the original video they solved this quite nicely just by animating it in such a way that it always bends outwards. Maybe in this case you could make the tips of the strips compress so they fit without intersecting when they bend inwards? Would be cool! Edited June 11, 2015 by Robert Quote Link to comment Share on other sites More sharing options...
mestela Posted June 11, 2015 Share Posted June 11, 2015 now bending with a rotate vop. not quite right, but has potential.. bendy_words_v03.hipnc Quote Link to comment Share on other sites More sharing options...
sheyoystudio Posted August 29, 2016 Share Posted August 29, 2016 Thank you guys! Awesome effect! Quote Link to comment Share on other sites More sharing options...
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