Valentino Posted March 28, 2016 Share Posted March 28, 2016 Hey guys, Any idea how to approach this procedurally?I would like to create a VOP that takes any polygon and creates the stitches and this patchwork on it. I will be experimenting on this and if i figure out a solution i will post it here. Any ideas are welcomed Best Regards, Valentino Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted March 28, 2016 Share Posted March 28, 2016 Hi Valentino, good topic! I solved some of it on SOP level. Keep us updated with your VOP solution! seams.hipnc 4 Quote Link to comment Share on other sites More sharing options...
Valentino Posted March 28, 2016 Author Share Posted March 28, 2016 WOW! Nice approach. mine is really messed up at the moment. I am experimenting with a vop shader. I also have an individual model in here, just in case i dont figure a procedural way (just to show to my boss ) Paidikos_Rouxismos_160328_v01.hip Quote Link to comment Share on other sites More sharing options...
Valentino Posted March 28, 2016 Author Share Posted March 28, 2016 oki i modified your solution a bit based on what i am after and this is what i reached so far Paidikos_Rouxismos_160328_v01.hip Quote Link to comment Share on other sites More sharing options...
f1480187 Posted March 28, 2016 Share Posted March 28, 2016 Here is my contribution to your scenes. patchwork.hipnc 5 Quote Link to comment Share on other sites More sharing options...
Valentino Posted March 29, 2016 Author Share Posted March 29, 2016 Here is my contribution to your scenes. patchwork.png This looks awesome! I cant get it to work on mine however. It seems the error is on the primitivewrangle1 on the variable M_TWO_PI, when i changed it with (2*3.1415) it seemed to worked but the shader doesnt render correctly like yours. Could you shed some light on the case please Quote Link to comment Share on other sites More sharing options...
f1480187 Posted March 29, 2016 Share Posted March 29, 2016 This is unusual for Houdini being unable to find standard math.h library from $HH/vex/include folder. Anyway, that just 2 * pi, you are right. I used standard Principled Shader's "Blue Cloth" preset with one of the fabric textures from SESI website as the color map, enabled noise displace, rendered in some random daylight HDRI. Just to show how UVs works. Maps are super heavy and setup is quite default, so, I didn't save this stuff. Quote Link to comment Share on other sites More sharing options...
Valentino Posted March 29, 2016 Author Share Posted March 29, 2016 This is unusual for Houdini being unable to find standard math.h library from $HH/vex/include folder. Anyway, that just 2 * pi, you are right. I used standard Principled Shader's "Blue Cloth" preset with one of the fabric textures from SESI website as the color map, enabled noise displace, rendered in some random daylight HDRI. Just to show how UVs works. Maps are super heavy and setup is quite default, so, I didn't save this stuff. yeah i found it weird too. anyway i downloaded houdini 15 and didnt have that error. here is the first result I LOVE THIS COMMUNITY 1 Quote Link to comment Share on other sites More sharing options...
Popular Post konstantin magnus Posted January 6, 2022 Popular Post Share Posted January 6, 2022 Another variant using some more recent nodes. 00_patchwork.hiplc 10 Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 6, 2022 Share Posted January 6, 2022 20 sec to render I'm happy in 19.383 maybe in new version its faster gonna try. Thanx @konstantin magnus Quote Link to comment Share on other sites More sharing options...
Howitzer99 Posted January 7, 2022 Share Posted January 7, 2022 Thanks Konstantin, great update to this method. Quote Link to comment Share on other sites More sharing options...
velk Posted June 14, 2023 Share Posted June 14, 2023 (edited) Hey @Konstantin, Wonderful technique, thanks so much for sharing! Do you have any suggestion on how to add wrinkles, especially where the patches meet in the seams? Vellum would probably achieve good results, but on a very large piece of geometry, wondering what would be a good approach to generate seams in a procedural way. Edited June 14, 2023 by velk Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted June 14, 2023 Share Posted June 14, 2023 Thank you @velk. I would use noise along the seams and fade it out based on the distance. @f1480187 once again contributed a great technique to orient noise towards curves: Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted June 14, 2023 Share Posted June 14, 2023 (edited) Or simple use the mountain node on a mask. seams_mountain.hipnc Edited June 14, 2023 by konstantin magnus 1 Quote Link to comment Share on other sites More sharing options...
velk Posted June 30, 2023 Share Posted June 30, 2023 On 6/14/2023 at 3:50 PM, konstantin magnus said: Or simple use the mountain node on a mask. seams_mountain.hipnc 438.94 kB · 9 downloads Thanks again @konstantin magnus this technique works great! 1 Quote Link to comment Share on other sites More sharing options...
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