Filling a Mesh with Curves - Houdini Tutorial

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  • Опубликовано: 21 окт 2024

Комментарии • 22

  • @Skovidesign
    @Skovidesign 7 месяцев назад

    So simple, elegant and yielding a very interesting result. Great job!

  • @PawelGrzelak
    @PawelGrzelak Год назад +3

    Great idea with eating out the volume

  • @aboldmule
    @aboldmule Год назад +1

    Thank you Konstantin, another great idea to get inspired by.

  • @mindflvx
    @mindflvx Год назад

    Thanks Konstantin, you're on a roll!

  • @massimobaita7178
    @massimobaita7178 Год назад

    Thank You very much, Konstantin!

  • @anthonythorne8708
    @anthonythorne8708 Год назад +1

    I've just left C4D for Houdini so very happy to now catch up on your cool Houdini tutorials, great work Konstantin.

  • @yabadub
    @yabadub 5 месяцев назад

    thanks, so elegant

  • @benlemoine75
    @benlemoine75 Год назад

    Very interesting technique ! thank you !

  • @carlosrivadulla8903
    @carlosrivadulla8903 Год назад

    thnks for the tut, brilliant as usual. I would like to ask u how did u arrange ur timeline that way? urs is more compact.

    • @KonstantinMagnus
      @KonstantinMagnus  Год назад +1

      Hi Carlos,
      Edit > Preferences > General User Interface > Playbar UI > Compact

    • @carlosrivadulla8903
      @carlosrivadulla8903 Год назад

      @@KonstantinMagnus wow, so simple. Thnx for the extra pixels on my screen 🙏

  • @workflowinmind
    @workflowinmind Год назад

    Awesome one Konstantin! Just a question how did you theme the vex editor syntax highlighting? It looks great

    • @KonstantinMagnus
      @KonstantinMagnus  Год назад

      Thank you. It's called Houdini Flat Theme: github.com/mruegenberg/HoudiniFlatThemes

  • @kasali2739
    @kasali2739 Год назад

    very cool!
    Could you make tutorial please about using of binary search trees for dividing polygons in Houdini

    • @KonstantinMagnus
      @KonstantinMagnus  Год назад

      Hi Ka Sali, do you mean a quadtree? procegen.konstantinmagnus.de/quadtree

  • @vfxskull6208
    @vfxskull6208 Год назад

    genius!

  • @kasali2739
    @kasali2739 Год назад

    sorry somehow cant post reply under your answer, so here is answer on your answer:
    I have watched this, its more decorative use case.
    I mean Binary Partition System Anastasia Opara mentioned in her talk "Functional Symbiosis of Art Direction and Proceduralism"
    There is another example in project "KREMLAS" by Reinhardt Koenig, where he uses kd-trees for iterative partitioning. I understand this as storing all possible future cuts for being able to roll back and cut differently, if lets say in the 5th iteration one of the output polygons have bad proportion or something like that.
    This would be great for more proceduralism and rule based self desicion and less art directing

    • @KonstantinMagnus
      @KonstantinMagnus  Год назад

      Thanks for the hints! But it's a similar thing. May I ask what you try to achieve?

    • @kasali2739
      @kasali2739 Год назад

      @@KonstantinMagnus I would like to make some kind of floor plan generator

    • @KonstantinMagnus
      @KonstantinMagnus  Год назад

      @@kasali2739 That's what I suspected. You could try this for now: procegen.konstantinmagnus.de/non-overlapping-tiles

    • @KonstantinMagnus
      @KonstantinMagnus  Год назад

      I've just uploaded an example for KD splitting in Houdini: procegen.konstantinmagnus.de/kd-tree-splitting

    • @kasali2739
      @kasali2739 Год назад

      ​@@KonstantinMagnus Thank you Konstantin, have added those 2 to my toolbox. Pretty fast you could do this.
      Have you heard about "Wasserstein metrics" (optimal transport), you can do crazy things with that. I suppose Metahuman uses that under the hood to mix and blend between 3 different face meshes(no voxel trick). How do you think, could this be written in VEX?
      ruclips.net/video/T9O6T5WHdC8/видео.html