Making architectural components of a building (Vaults, columns and more)
7857 23 2- Josep Lluis Fita
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- BabaJ
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- Josep Lluis Fita
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- Konstantin Magnus
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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:
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
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
- BabaJ
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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.
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
- Josep Lluis Fita
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- matthias_k
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- Josep Lluis Fita
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- Josep Lluis Fita
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- Josep Lluis Fita
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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
https://www.youtube.com/watch?v=O-D9w75tAas&t=2154s [youtube.com]
Bye
- matthias_k
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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 ;-)
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
English is not my native language, sorry in advance for any misunderstanding :-)
- Josep Lluis Fita
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- Konstantin Magnus
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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]
- matthias_k
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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 ;-)
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
English is not my native language, sorry in advance for any misunderstanding :-)
- matthias_k
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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 :-)
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 :-)
- Josep Lluis Fita
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- matthias_k
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- matthias_k
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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]
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
English is not my native language, sorry in advance for any misunderstanding :-)
- Konstantin Magnus
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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
I attached a proof of concept
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
- matthias_k
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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]
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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