VDB modeling approach
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- MartinBoue
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- Joined: Feb. 2017
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Hi guys,
as I´m really new to houdini I already have a question at the begining of a new project.
Target: Modeling & Shading/Texturing a dog food as seen under "ORIGINAL REFERENCE".
Problem: As the result shown under "DISPLACED/COPS MATERIAL" is not statisfing for me I want to try a volume based modelling approach for the inside part (red marked).
Question: Which kind of way would you suggest to model the inside (marked as red) with the help of fog vdb?
And is there a way to adress only the red part of the model inside the volumevop?
Or how would you handle a workflow for this piece?
kind regards
martin
as I´m really new to houdini I already have a question at the begining of a new project.
Target: Modeling & Shading/Texturing a dog food as seen under "ORIGINAL REFERENCE".
Problem: As the result shown under "DISPLACED/COPS MATERIAL" is not statisfing for me I want to try a volume based modelling approach for the inside part (red marked).
Question: Which kind of way would you suggest to model the inside (marked as red) with the help of fog vdb?
And is there a way to adress only the red part of the model inside the volumevop?
Or how would you handle a workflow for this piece?
kind regards
martin
Edited by MartinBoue - Aug. 13, 2021 11:49:00
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- DeepwellAT
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- 21 posts
- Joined: Sept. 2018
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There's an excellent tutorial on modelling with volumes from Rebelway
https://www.youtube.com/watch?v=WTg_pVZoac0 [www.youtube.com]
but it's a bit long
Attached a hiplc with the gist of it. I added some attribute painting to limit the volume editing to the "red" area.
https://www.youtube.com/watch?v=WTg_pVZoac0 [www.youtube.com]
but it's a bit long

Attached a hiplc with the gist of it. I added some attribute painting to limit the volume editing to the "red" area.
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- MartinBoue
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- 22 posts
- Joined: Feb. 2017
- Offline
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- DeepwellAT
- Member
- 21 posts
- Joined: Sept. 2018
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@MartinBoue,
so sorry for the delay - I did not realise that the moderator finally has approved my post...
I used the pyrosource to create a volume that reflects the painted weights. The Volume VOP when operating on the main (geometry) volume looks at nearby voxels in that "Weight Volume" to determine the amount of displacement to apply.
J.
so sorry for the delay - I did not realise that the moderator finally has approved my post...
I used the pyrosource to create a volume that reflects the painted weights. The Volume VOP when operating on the main (geometry) volume looks at nearby voxels in that "Weight Volume" to determine the amount of displacement to apply.
J.
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