Sharpen a Model

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Hi

I come from a Maya background and so still learning Houdini. I am trying to do something like this video

https://vimeo.com/178798965 [vimeo.com]

Matt in the comments section of the video mentions.
“I have not actually ever used the curvature sop. However I'm pretty sure I'm doing the same operation. I calculate the difference in angle between the point normal and its neighbor's normals. Then I do a weighted average on all points within a radius, pulling stronger towards points with a high curvature value.”

I just don't know where to start. Would anybody have recommendation on where to start.


thanks
Imran
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Why don't you contact him directly and ask?

There is also this, but I'm not sure it's the same thing:

https://www.orbolt.com/asset/napitupulu::Patar3d_unsubdiv
>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
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Hi

Ya I was going to ask him as well but figure I start here in case Houdini might have made a node for this kind of feature already.

The unsubdiv change topology, I am trying for it to keep the same topology but its a good start for me to look at how the network is made.

Thanks
Imran
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Hello,

Probably not the most convincing result, but you can use the attribute blur to sharpen somehow a shape.
- Influence type : proximity
- Max neighbors : 4 or 5
and then tweak the bluring iteration.

You might want to add a second attr.blur (or smooth) to reduce geometry glitches.

Attachments:
SharpBlur.gif (1.4 MB)

Gameloft
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Hi PaQ

I am going to give that a shot and see how that looks. Thanks.

-Imran
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Hey Everybody,

here is my take on the subject. I would love to get rid of that final smooth operator. Any ideas are very welcome!

Cheers
CYTE

Attachments:
Sharpen.gif (13.7 MB)
Sharpen.hiplc (147.8 KB)

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CYTE
Hey Everybody,

here is my take on the subject. I would love to get rid of that final smooth operator. Any ideas are very welcome!

Cheers
CYTE

Made this account to say, amazing! I've been looking around the internet a bunch for an equivalent to zbrush's “clayPolish” and it looks like you've figured out pretty much exactly what it's doing under the hood – tangent smooth! Thanks so much dude!
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