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 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
So simple, elegant and yielding a very interesting result. Great job!
Great idea with eating out the volume
Thank you Konstantin, another great idea to get inspired by.
Thanks Konstantin, you're on a roll!
Thank You very much, Konstantin!
I've just left C4D for Houdini so very happy to now catch up on your cool Houdini tutorials, great work Konstantin.
thanks, so elegant
Very interesting technique ! thank you !
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.
Hi Carlos,
Edit > Preferences > General User Interface > Playbar UI > Compact
@@KonstantinMagnus wow, so simple. Thnx for the extra pixels on my screen 🙏
Awesome one Konstantin! Just a question how did you theme the vex editor syntax highlighting? It looks great
Thank you. It's called Houdini Flat Theme: github.com/mruegenberg/HoudiniFlatThemes
very cool!
Could you make tutorial please about using of binary search trees for dividing polygons in Houdini
Hi Ka Sali, do you mean a quadtree? procegen.konstantinmagnus.de/quadtree
genius!
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
Thanks for the hints! But it's a similar thing. May I ask what you try to achieve?
@@KonstantinMagnus I would like to make some kind of floor plan generator
@@kasali2739 That's what I suspected. You could try this for now: procegen.konstantinmagnus.de/non-overlapping-tiles
I've just uploaded an example for KD splitting in Houdini: procegen.konstantinmagnus.de/kd-tree-splitting
@@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