RTHMan Posted April 23, 2021 Share Posted April 23, 2021 Is it possible to create patterns on a very high decimated triangulated mesh in Houdini similar to these patterns created in Zbrush but with scatter points? file.jpg (600×500) (artstation.com) Quote Link to comment Share on other sites More sharing options...
Librarian Posted April 23, 2021 Share Posted April 23, 2021 if you Make in sop Level and bring that in COP than l to MAT, you can make, Old file its working here on 18.5 Have Fun. Quote Link to comment Share on other sites More sharing options...
RTHMan Posted April 23, 2021 Author Share Posted April 23, 2021 I don't understand it. Quote Link to comment Share on other sites More sharing options...
vinyvince Posted April 23, 2021 Share Posted April 23, 2021 Do you want to creat the patern from a scattering approach or do you want a "height texture bombing" a model with one of these patterns with scattering? Both are possible anyway, be Houdini is not the right platform to eat billions of polygons as morning pancake, i don't encourage you to push it too much ... ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Quote Link to comment Share on other sites More sharing options...
RTHMan Posted April 23, 2021 Author Share Posted April 23, 2021 30 minutes ago, vinyvince said: Both are possible anyway, be Houdini is not the right platform to eat billions of polygons as morning pancake, i don't encourage you to push it too much ... ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas That's disappointing. Thanks for the advice. Quote Link to comment Share on other sites More sharing options...
RTHMan Posted April 23, 2021 Author Share Posted April 23, 2021 Just to clarify I wanted to grow scales on a mesh doing what I described earlier on this level. jacob-baardse-wip3.jpg (1920×1440) (artstation.com) Then I want to export it as a displacement map. Still possible? Quote Link to comment Share on other sites More sharing options...
Librarian Posted April 23, 2021 Share Posted April 23, 2021 #define PI 3.1415926535897931 #pragma label Theta "Maximum Theta" #pragma label spread "Overall Spread" #pragma label DATA "Data Points" #pragma label kd "Diffuse" #pragma label ks "Specular" #pragma label bump "Bump" surface qrotation_field ( float Theta = 2.0, spread = 3, kd = 1, ks = 0.5, bump = 0.1; string DATA = "$HIP/../VEX/Reading-Data-Points/_datapoints1.bgeo.sc") { float d, Np, theta, pFratt, factor, pspread; vector _P, pP, axis, pVratt; vector4 Q; string group; _P = ptransform("space:camera", "space:world", P); theta = snoise(_P + 0.9, 1, 0.75, 1)*4.5; axis = snoise(_P + 0.05, 1, 0.05, 1); Q = quaternion(theta, axis); _P = qrotate(Q, _P); for(int g = 0; g < 2; g++){ group = concat("group", itoa(g)); int p[] = expandpointgroup(DATA, group); Np = len(p); factor = g + 1; for (int i = 0; i < Np; i++){ pP = point(DATA, "P", p[i]); axis = point(DATA, "N", p[i]); pFratt = point(DATA, "fratt", p[i]); pVratt = point(DATA, "vratt", p[i]); pspread = pFratt*spread/factor; d = distance2(pP, _P); d = exp(-d*d/pspread); theta = 2*PI*(pFratt*2 - 1)*d*Theta/factor; Q = quaternion(theta, axis); _P = qrotate(Q, _P - pP) + pP; } } vector outColor = snoise(_P*0.25, 1, 0.25, 1); vector Nn = normalize(computenormal(P + min(outColor)*bump, N, Ng)); vector diff = diffuse(Nn)*outColor*dot(normalize(-I), N); vector spec = specular(Nn, normalize(-I), fit01(min(outColor), 0.5, 0.1))*0.1; spec += specular(N, normalize(-I), 0.05); Cf = diff*kd + spec*ks; } Make New Asset SHOP_surface and have fun (you have those files on GITHUB) ...it reads points and attributes that exist on that POINTS ..Just use imaginations .. Just example ... Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted April 24, 2021 Share Posted April 24, 2021 Hi Robert, to create procedural scales you could create voronoi cells based on an adaptively triangulated mesh. If a displacement map is all you want, better skip creating a high resolution mesh and write the cell distances directly to a map. scales.hipnc Quote Link to comment Share on other sites More sharing options...
RTHMan Posted April 24, 2021 Author Share Posted April 24, 2021 (edited) Thank you Konstantin, but there are other things I also want. 1. To use curves to influence the formation of the cells. 2. To add textures to the cells and in between the cells. 3. To edit the radius of the cells. 4. To use different alphas for the cells like these images. Edited April 24, 2021 by Bennell 1 Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted April 24, 2021 Share Posted April 24, 2021 1 hour ago, Bennell said: Thank you Konstantin, but there are other things I also want. 1. To use curves to influence the formation of the cells. 2. To add textures to the cells and in between the cells. 3. To edit the radius of the cells. 4. To use different alphas for the cells like these images. Well, then you have quite a bit of research ahead of you. Maybe this helps: orient along curve SOP + primuv() can sample tangent directions from curves. 'texture bombing' adds structures based on image maps editing the pscale attribute along with pcfind_radius() changes radii the smooth()-function allows for different roll-offs. I have published lots of examples here and also some tutorials about this. 2 Quote Link to comment Share on other sites More sharing options...
RTHMan Posted April 24, 2021 Author Share Posted April 24, 2021 1 hour ago, konstantin magnus said: I have published lots of examples here and also some tutorials about this. Wow, thanks! Quote Link to comment Share on other sites More sharing options...
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