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  • 4 weeks later...
On 14/03/2021 at 12:17 AM, konstantin magnus said:

The measure SOP has a principal curvature direction you could use for hatching.

 principal_curvature_direction_2.thumb.jpg.e290790094be60818db669c6277a96dd.jpg

sketch.hipnc

This is nice, thanks Konstantin.

I quickly did a test to combining with gradient,  interesting...

I guess i have to make a custom "triplanar"network to blend each gradient result for each component of my input vector to measure.

image.thumb.png.9782aa5a0551f13f3e06a9fb1a288414.png

image.thumb.png.e67d77c598104d217d9965929af45f33.png

________________________________________________________________

Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts

 http://fr.linkedin.com/in/vincentthomas

 

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  • 6 months later...

wow.. you are really incredible..

Please, what is this language in Attribute wrangle?

"string direction = chs('direction');
vector pos = v@P;
vector dir = point(0, direction, i@ptnum);

int pts[] = array(i@ptnum);
int steps = 30;
float angle = 1.0;
while(steps > 0 && angle > -0.1){
    steps--;
    pos += normalize(dir) * 0.002;
    int prim;
    vector uvw;
    xyzdist(1, pos, prim, uvw);
    vector dir_old = dir;
    dir = primuv(1, direction, prim, uvw);
    angle = dot(dir_old, dir);
    if(angle < 0.0){
        dir *= -1.0;
    }
    int pt_add = addpoint(0, pos);
    append(pts, pt_add);
}
addprim(0, 'polyline', pts);"

 

thank you very much.

 

bests regards

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32 minutes ago, supermac said:

Please, what is this language in Attribute wrangle?

It's Houdini's own shader language called VEX. Matt Estella provides an artist friendly introduction:
https://www.tokeru.com/cgwiki/index.php?title=JoyOfVex

The same programming can also be done visually using VOP nodes which is probably easier for starters.

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