vinyvince Posted April 22, 2021 Share Posted April 22, 2021 (edited) Hola I designed a procedural method to building thousand of hard surface modelling piece, scifi look like those below and could fit together like a puzzle. Okay, that's cool and working. In the old time, i remember when using max for example i was able to use "reference" (not instance) where all downstream nodes were shared but the referenced piece B from model A could also have an additional node on top. Like for example deformation, creep and so.. I realize im missing how to do this in houdini and if it's possible. I design my pattern in a flat plane, then i will wrap it using Creep or VEX by UV. but only this part will be different. Hopefully my words are clear enough, are they ? Cheers ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini & Creative Concepts http://fr.linkedin.com/in/vincentthomas Edited April 22, 2021 by vinyvince Quote Link to comment Share on other sites More sharing options...
Librarian Posted April 22, 2021 Share Posted April 22, 2021 (edited) I saw that type of solution on "Telegram Some Russian Dudes" made tutorial about that ..I have files + you have those solution here 100%. gonna try to find files Edited April 22, 2021 by Librarian Quote Link to comment Share on other sites More sharing options...
vinyvince Posted April 22, 2021 Author Share Posted April 22, 2021 Maybe my question doesn't make sence . as soon as you deform/creep a pattern, there is no way to optimize much , there is much more than transform matric implied here, so i have to pay the price in poly count i guess Quote Link to comment Share on other sites More sharing options...
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