Making architectural components of a building (Vaults, columns and more)

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Hi,

I want to recreate an ancient vault of a church, someone knows, if there are a suitable tutorial to make it?

Thanks,

Joe
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Your best bet is to looke at any modeling tutorial, taking what you learn from them and applying it to do what you want.

The tutorials section will give you some results to start with if you put in modelling as your search term.
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Hi BabaJ,

Thanks for your advice!
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Hi Josep,

architectural components are defined by mathematical formulas. So wrangles and VOPs might become your most effective tool for creating shapes inside Houdini.

Here is an example on turning a flat box into a vault roof:

vector bbox = abs(sin(relbbox(0, @P) * $PI * 4));
@P.y += max(bbox.x, bbox.z) * @Time;
Edited by Konstantin Magnus - Dec. 14, 2016 20:06:23

Attachments:
vault.gif (2.6 MB)
vault.hipnc (56.0 KB)

https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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Hey Josep,

Just saw what appears to be 3 new tutorials listed in the Houdini tutorial section that I thought might be of interest to you.

They are titled “Procedural Lake Houses”.

They are paid tutorials, but might cover more elements that you can apply to your project than other tutorials.
Edited by BabaJ - Dec. 15, 2016 11:26:06
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Hi everybody,

Thanks for your answers and advices.

See you
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Simple base sketch, hope thats helpy…
I know, could be done much more detailed.
This is only an example.

Added another artistic approach… draw profiles with ramps..
Edited by matthias_k - Dec. 21, 2016 00:57:24

Attachments:
ancient_vault_sketch.hip (80.9 KB)
ancient_vault_sketch_added_ramps.hip (109.7 KB)
ancient_vault_sketch_added_ramps.jpg (363.9 KB)
ancient_vault_sketch_basic_uv_with_bricks_mat.jpg (569.3 KB)

English is not my native language, sorry in advance for any misunderstanding :-)
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Thanks fot your examples files.
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I Have a new question, for detailed windows of gothic period, is suitable building these through Houdini or is much more suitable import these from another software like maya?

Thanks
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I have found a tutorial of making columns for those who are interested in the architectural subject.

https://www.youtube.com/watch?v=O-D9w75tAas&t=2154s [youtube.com]

Bye
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Another approach for the top/bottom rondings for the insets ;-)

and a basid gothic arc, but if you have komplex gothic window interior,
and you need an eaxct match, the you can build it in a cad program
or import illustrator path.
But depends on what program you are most familar with, to build the basic shapes.
It is possible to do it all in Houdini to be procedural ;-)
Edited by matthias_k - Jan. 3, 2017 07:33:53

Attachments:
Saeule_001.hip (104.3 KB)
gothic-arc_001.hip (227.4 KB)

English is not my native language, sorry in advance for any misunderstanding :-)
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Thanks
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Josep Lluis Fita
for detailed windows of gothic period, is suitable building these through Houdini or is much more suitable import these from another software like maya?

That depends on whether you want to model it procedurally (Houdini) or by hand (Modo etc.).
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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Basic Example with trace, curve sect and skin nodes.
Houdini has a sculpt node, too.

I totally agree with Konstantin :-)
Procedural or not is the question.

Ray Example added… to many possibilties in Houdini ;-)
Edited by matthias_k - Jan. 4, 2017 17:04:45

Attachments:
gothic_window.jpg (364.4 KB)
gothic_window.hip (429.7 KB)

English is not my native language, sorry in advance for any misunderstanding :-)
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Or maybe the most coolest I've ever seen:

http://www.ryanmcamis.com/index/#/new-gallery/ [ryanmcamis.com]

and than scan it :-)
Edited by matthias_k - Jan. 4, 2017 17:13:50
English is not my native language, sorry in advance for any misunderstanding :-)
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Hi guys,

Thanks for your answers. I followed the tutorial of making columns and I want to share us.

Attachments:
column.hipnc (89.3 KB)

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Nice one, many thanks for sharing :-)

Maybe this can make problems in destructions…
See my Saeule_001.hip (104.3 KB) example, which generates
additional points/prims.
Edited by matthias_k - Jan. 13, 2017 04:42:38

Attachments:
Holes_b.jpg (96.2 KB)

English is not my native language, sorry in advance for any misunderstanding :-)
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Here's my solution,
should generate clear fully closed geometry.
The advantage is that you can render this one as “Subdivision”.
Top and bottom build with L-Systems ;-)

If put your model parts in HDAs, then you can reuse them easier.
And you can add features, which are then accessible in all files,
where you use your HDAs.
https://vimeo.com/86717911 [vimeo.com]
Edited by matthias_k - Jan. 14, 2017 09:57:00

Attachments:
Saule.jpg (424.1 KB)
Saeule_alternative_otl.hip (283.6 KB)
Saeule-Subdiv-render.jpg (445.7 KB)
mk_ancient_pillar.hda (24.5 KB)

English is not my native language, sorry in advance for any misunderstanding :-)
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For a pillar you can also use a tube with quadratic primitives, turn on subdivision and let a displacement shader do the details.

I attached a proof of concept

Attachments:
pillar.hipnc (252.2 KB)

https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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:-)

If you rotate the UVs, then that's good for screws, too.

https://www.sidefx.com/forum/topic/17423/#post-162935 [sidefx.com]
English is not my native language, sorry in advance for any misunderstanding :-)
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