blackchicken Posted July 23, 2009 Share Posted July 23, 2009 hello I have little problem with this model, How I could do it in houdini? It is some type of plastic foam. I'll create it from curves then render it like objects, but I dont know How to create so complicated curves which will be correctly connected, by particles, or create poly geo an then separate edges....... Look at the picture, Im very interested how houdini can solve this problem, thanks a lot....BC.... Quote Link to comment Share on other sites More sharing options...
cellchuk Posted July 23, 2009 Share Posted July 23, 2009 it seems like you might need to get the "voronoi noise" involved at some point to have those cell patterns. Are you after just a static model or u are planning to deform it somehow ? cheers Quote Link to comment Share on other sites More sharing options...
beeemtee Posted July 23, 2009 Share Posted July 23, 2009 Hi, just as cellchuck said, in the attached file I used Johner's excellent voronoi noise asset, then scaled the pieces in a for loop, applied a crease to sharpen the edges what the next subdivide produces. The shader is a simple 'supermaterial', probably not what you want, but don't expect fast renders with the default glass shader.. bmt foam.hipnc.zip Quote Link to comment Share on other sites More sharing options...
eetu Posted July 23, 2009 Share Posted July 23, 2009 Hey, that's lovely! Quote Link to comment Share on other sites More sharing options...
varomix Posted July 23, 2009 Share Posted July 23, 2009 Hi, just as cellchuck said, in the attached file I used Johner's excellent voronoi noise asset, then scaled the pieces in a for loop, applied a crease to sharpen the edges what the next subdivide produces. The shader is a simple 'supermaterial', probably not what you want, but don't expect fast renders with the default glass shader.. bmt Holy Cow!! Now that opens a lot of modeling possibilities in my mind Thank you beeemtee Quote Link to comment Share on other sites More sharing options...
blackchicken Posted July 23, 2009 Author Share Posted July 23, 2009 hehe perfect. I have voronoi in my mind, great tool, and great idea. That should be propably enought. But If I need only lines no inside faces, just only lines of main structure and another step, random creation of faces What houdini say for that, Theoreticaly, main shape of voronoi is great, it is possible convert edges of poly to lines? It is not for me, one of my maya student asks me, how do it in maya I said him that maya is my past but I ask houdini masters. I vas too very interested which method is possible use in houdini. Thanks a lot guys specialy beemtee voronoi is great but what if I need say 5square meater of this material in perfect detail. Just idea. fracturing object like this will be tooo consuming. Curves should be much better.....Thanks a lot again, Im so wondering about this example. Nice day...BC... Quote Link to comment Share on other sites More sharing options...
beeemtee Posted July 23, 2009 Share Posted July 23, 2009 short answer: fuse the points of fractured geometry and apply a polywire on it. i attached the results and the file. long one: i don't know what you mean when you say perfect detail and 5 square meters, but it sounds like that you want to look at this from different distances. i see two ways to go. one is a geometry shader which would generate the geometry during rendering, and this gives it the possibility to generate just as much geometry as much falls in the frustrum of the camera. this is rather good, but then you should probably give up raytracing (which is not a bad idea in this case) and use enviroment maps to fake reflections and refractions. also you would be able to choose the level of detail of the generated geometry what is needed to give decent results from the given distance. this is hard, but i think this is the proper way to do this. unfortunately it's far above my capabilities. i would be really happy to hear the real ones about how is it possible to do this. the other way is some mixed approach, that fakes the look from the distance with a shader or with curve rendering, and place a 'real' model just where it is visible in close-up. the file i attached can be a starting point for this. cheers bmt Poly wire. Rendered as curves. A bit faster and not nice. Rendered as curves. Can be good from this distance. foam_2.hipnc.zip Quote Link to comment Share on other sites More sharing options...
beeemtee Posted July 23, 2009 Share Posted July 23, 2009 i just realized that you are also looking for random face generation.. it's really not hard if you are not looking the joints of the wires and the left in faces in extreme close-ups. just delete random faces, extrude the remaining ones and offset them back to their original place by their normals. the problem raises when you want them to be one mesh (perfect detail ), that for example subdivides and smooths nicely. in an ideal world a recursive cookie would do the trick, but i'm sure that this wouldn't work. it would need a custom polywire op which would do just this. it's an interesting problem. i will think about that. cheers bmt Quote Link to comment Share on other sites More sharing options...
blackchicken Posted July 24, 2009 Author Share Posted July 24, 2009 thanks a lot beeemtee As I say, that is propably enought, I thing that my student need it for some visualization. Sorry for my english I mean 5 square meters of this material lets say camera is above and move along all 5 meters so one little cell has lets say 5 mm^3 shuttering this object 5m * 5m * 10cm will be drastic with cca volume of cell 5mm^3. I just thing about that, but I like version with polywire. Idea, what if I need micro camera and fly threw this interesting structure. There should be perfect detail with concave, bulged random thin faces threw some sides of cells. heh intersting idea. You dont need thing about it yet, but If you will, should be very interesting practise. Thanks a lot again for your time....BC.... Quote Link to comment Share on other sites More sharing options...
blackchicken Posted July 24, 2009 Author Share Posted July 24, 2009 So there is my test, use voronoi, then polywire, Then I separate inside faces thanks voronoi automatic grouping, sort them random, and then use delete sop with range. So i use only cca 10% of inside faces, then subdivide ones, deform to catch concave surface and subdivide again. Little problem, I must deform all vertices, is there solution to select no border vertices? becouse If I have selected inside vertices border stay exactly on the creating place, that good. But for quick test it is ok. Theres some picts OCC one spot raytrace.Ill send scene later. Thanks a lot...BC..... Quote Link to comment Share on other sites More sharing options...
blackchicken Posted July 24, 2009 Author Share Posted July 24, 2009 there is another render, just reflective displacement, true disp off, glossy refl, area raytrace light OCC vith debevec hdri beach map. Not too big problem for render but If I change transparency, render absolutely freeze heh. So question, what If I need some transparency, glass shader render with refraction will be catastrophical I thing. hip file (I have problem with uploading larger files, this has 12mb, max single size is 16mb, but still have error, so there is link to my ftp) http://bccompany.eu/houdini/foam_02.zip Quote Link to comment Share on other sites More sharing options...
cellchuk Posted July 24, 2009 Share Posted July 24, 2009 looking cool keep'm coming .. cheers Quote Link to comment Share on other sites More sharing options...
beeemtee Posted July 24, 2009 Share Posted July 24, 2009 how close your man is willing to go to this thing? i mean how big a cell will be in screen space? 10x10px 100x100px 1000x1000px ? Quote Link to comment Share on other sites More sharing options...
blackchicken Posted July 24, 2009 Author Share Posted July 24, 2009 So detals about this structure, It is archytectural project for school. look at this link..... http://projekty.atelierflorian.com/index.php?proj_id=20 something like this. Bottom is bigger cels, top is smaller. heh, intersting structure....So what do you thing. Any cell has crossection, 8 cells connect crossections and create one room...just look at the picture. Structure were scripted in rhino node based programing lenguage grasshopper. Interesting element is AGENT, one peace on some place where comes change, One agent refers big cels, one smaller and one the smollest. So you can change his position. What do you thing guys? ...BC.... Quote Link to comment Share on other sites More sharing options...
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