Jump to content

Recommended Posts

Posted (edited)

This is Procedural Design in Houdini .

Everything is generated, on the fly with PDG and custom process and algorithm from the head primitive. This is not a render by the way, just OpenGL capture

Sorry after upload , i realized my animated GIF seem not accepted by the server, image is not updating, and i can find a way to delete my post...

 

 

 
________________________________________________________________

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

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

 

ProceduralDesign_OpenGL_Botv3D_vincent.gif

Edited by vinyvince
  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)

Here's few bot example the process could give birth ... Actually some details could only be seen in 4k.

Screenshot will give you an idea how the geometry built looks like.

 

It was another experimental research, not saying im happy with everything and i will adapt according for the next try.

But this is mostly a non technical question. This is kind of network driven by DG will be a good candidate to feed a Machine learning model like i shown on linkedin before with the Skull generation.

Click on each image to see HD version.

 

OpenGL_Rendernewcam6_25.thumb.png.35582db0e810a00639163779c1e8f1d8.pngOpenGL_Rendernewcam6_6.thumb.png.1d101738089212bb9a235889b37d44c9.pngOpenGL_Rendernewcam6_17.thumb.png.51a1759e9d40774c450b023c43c93d29.pngOpenGL_Rendernewcam6_24.thumb.png.8dceb22ba443e4a01a02c69f0b7dc53a.pngOpenGL_Rendernewcam6_18.thumb.png.2033ca266b70dd631fd2327ef07bacc0.png

OpenGL_Rendernewcam6_45.png

OpenGL_Rendernewcam6_45.png

OpenGL_Rendernewcam6_44.png

OpenGL_Rendernewcam6_50.png

OpenGL_Rendernewcam6_61.png

OpenGL_Rendernewcam6_60.png

OpenGL_Rendernewcam6_62.png

OpenGL_Rendernewcam6_75.png

OpenGL_Rendernewcam6_79.png

OpenGL_Rendernewcam6_78.png

OpenGL_Rendernewcam6_80.png

OpenGL_Rendernewcam6_96.png

OpenGL_Rendernewcam6_97.png

OpenGL_Rendernewcam6_39.png

OpenGL_Rendernewcam4_96.png

OpenGL_Rendernewcam4_78.png

OpenGL_Rendernewcam4_63.png

OpenGL_Rendernewcam4_50.png

OpenGL_Rendernewcam4_47.png

OpenGL_Rendernewcam4_48.png

OpenGL_Rendernewcam4_44.png

OpenGL_Rendernewcam4_36.png

OpenGL_Rendernewcam4_34.png

OpenGL_Rendernewcam4_27.png

OpenGL_Rendernewcam4_29.png

OpenGL_Rendernewcam4_25.png

OpenGL_Rendernewcam4_6.png

OpenGL_Rendernewcam4_3.png

OpenGL_Rendernewcam1_96.png

OpenGL_Rendernewcam1_80.png

OpenGL_Rendernewcam1_79.png

OpenGL_Rendernewcam1_78.png

OpenGL_Rendernewcam1_62.png

OpenGL_Rendernewcam1_50.png

OpenGL_Rendernewcam1_48.png

OpenGL_Rendernewcam1_40.png

OpenGL_Rendernewcam1_41.png

OpenGL_Rendernewcam1_37.png

OpenGL_Rendernewcam1_36.png

OpenGL_Rendernewcam1_34.png

OpenGL_Rendernewcam1_27.png

OpenGL_Rendernewcam1_18.png

OpenGL_Rendernewcam1_6.png

OpenGL_Rendernewcam1_5.png

OpenGL_Rendernewcam1_3.png

OpenGL_Rendernewcam8_49.png

OpenGL_Rendernewcam8_50.png

OpenGL_Rendernewcam8_59.png

OpenGL_Rendernewcam8_60.png

OpenGL_Rendernewcam8_76.png

OpenGL_Rendernewcam8_80.png

OpenGL_Rendernewcam8_48.png

OpenGL_Rendernewcam8_43.png

OpenGL_Rendernewcam8_35.png

OpenGL_Rendernewcam8_3.png

OpenGL_Rendernewcam8_6.png

OpenGL_Rendernewcam8_7.png

OpenGL_Rendernewcam8_15.png

Edited by vinyvince
  • Like 2

Share this post


Link to post
Share on other sites

Do you have some planes to Change Mask Variation? And what its count on Those heavily "prim Meshed voxelisation"?
Some details its not finished and some its Just floating with no Function  but overall nice Aesthetic .:wub:..You learning Solid progress.

 

Share this post


Link to post
Share on other sites

Im not using voxel at all here, it's regular geo, clean topo. It's easy to have perfect design with a voronoi sphere, try to add as many complexity as i have and on make a head nor a random abstract form then  render 100 random iteration. 

We will see it's hard to not have few of then which are less lucky than others... Or i have missed something.

If it would be so easy i will see many example but not now i have seen the work from only two people in the all planet who has publicly shown what i consider great result there... If i missed something please prove me im wrong :)

 

Share this post


Link to post
Share on other sites
Posted (edited)

@vinyvince I'm fully aware that I's clean "but once  upon  its time it was  volume" or ..Just wondering about count of  triangles of a mesh( picture ..how you have done those clean procedural modeling without converting  ..nothing more -wondering?.... :rolleyes:

Dfff.jpg

Edited by Librarian

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×