How to achieve similar result? C4D type of thing..

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Hi All,

My first post and first week(s) in Houdini. Complete noob to say the least. I have some knowledge modeling in Houdini and trying to make a shift over from Maya.
I would like to know more or less how to achieve the following result (image attached). Obviously not asking for a step by step tutorial, but if someone would mind sharing a overview of how to create something as in the image:

As the quite popular Nike ads by Man vs Machine, and ever so popular renders from C4D all over Behance,
I would like to do the following:

One sphere as a outside shape or “cage”
Some spheres inside the aforementioned sphere, colliding and not intersecting, moving around.

I thank you in advance and look forward to this new chapter in 3D!

Cheers

Nic

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Nike-Air-Max-advertising-itsnicethat-1.jpg (18.1 KB)

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Nothing like using an app for 1 week and jumping right into complex stuff!

Well, I would start with converting your geometry to VDB using a VDB from Polygons node, then I would use a VDB to Spheres node to fill the shape with spheres. At that point it then just becomes a matter of deforming the spheres in organic ways which you could probably do with a For/Each loop, but I'll let someone else chime in here with that part.

Alternatively you could also break apart your model with Voronoi, and then use a Smooth node to make each piece rounder.

Hopefully there is some ideas there for you.
>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
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Hi Nic,
as Midphase mentioned one way is to use voroni to split your model in chunks and then in a for-each-loop convert every piece to VDB -> Smooth -> convert back to polygons.

Hope that helps….

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Voronoi.jpg (183.1 KB)

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Hi Nico and Kays,

Thank you for your quick responses. The advice navigated me to immediate success! But now, going a little off thread topic here..

I've added in a ray node to make the pieces more spherical, but it seems to pull the Voronoi chunks from the center and not the spherical fringe. How can I tell the ray “to pull from nearest distance” i.e. the outside not inside.

Speaking in Maya language, would i convert this to soft body and the outer sphere to a rigid body and do a simulation to get them to move inside the original sphere pushing each other like balloons, or do you have any better suggestions?

Thanks again!

Nic

Attachments:
screengrab.PNG (402.6 KB)
MVM_Test_01.hipnc (624.4 KB)

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