# Like Sketch ?

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Block ? just wonder ? Best Approche ?

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

sketch.hipnc

Edited by konstantin magnus
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perfect solution Thank you @konstantin magnus

Edited by Librarian
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Thanks, but I am not so sure whether this comes close to the example image you have provided.

->

Most of us just trail scattered points. So would anyone know how to achieve evenly spaced strokes?

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if this with this,

And I'm happy with This

Edited by Librarian
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On 14.3.2021 at 2:46 PM, Librarian said:

Good art work! You can also make curves follow the mesh topology by choosing directions towards neighbour polygons.

topo_flow_only_curvature.hipnc

Edited by konstantin magnus

Thank You Magnus

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• 4 weeks later...

Hand painted looking textures for low-poly models:

paint_bake.hipnc

Edited by konstantin magnus
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On 14/03/2021 at 12:17 AM, konstantin magnus said:

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

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.

________________________________________________________________

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

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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;
}
}

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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thank you very much..

i see that.

now, i will learn all of that.

I wish you a good day

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