Generative industrial Concept Design, your take on this example...

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Looking at some Fernando Magalhães examples, i was wondering how you will approach it yourself?

Do you think he is using some premade bash 3d models kits then distributed, wrap after on another geo, may be fragmented by a Voronoi kind of noise?

Or is fully procedural even for the rivet placement and so?


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Vincent Thomas   (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
 http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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Vincent Thomas
Senior Lookdev Lighter & Matte Painter / VFX Sup Creative Art Director
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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Cop patterns
to Uv
Slice with boolean by Uv (vex code on odforce)
extrude those panels _ VDB from polygons (than CIRCLE everything)
then modification in Zbrush
then WHo Knows

You have already this on odforce he just found examples and put everything together
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you might want to check this out
https://www.cgcircuit.com/tutorial/procedural-hardsurface-design-in-houdini [www.cgcircuit.com]
Michael Goldfarb | www.odforce.net
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Hey,

None of these images I did using any boolean, vdb, voronoi fracure, premade kits or zbrush. And also I can`t write a line in vex.(I do everything is vops).
Also Goldfarb is doing a great job. Check his stuff.
check this as well
twitter.com/Simon_Houdini
and rohan dalvi is doing pretty cool stuff as well!


thanks
Fernando
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First of all, since Fernando is a good friend of mine, I can assure you that everything he does is fully procedural and no premade geometry was used to generate the final result.
Secondly, I don't like it when people repost other people's work without crediting it. You posted his work on your LinkedIn profile and it looks like you claim it to be your own. You either state that you didn't create it and credit Fernando correctly or delete the post entirely.
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srletak76
boolean by Uv (vex code on odforce)

Thanks, could you elaborate a little more for the boolean by UV please?

I ‘m not sure i understand the relation you are speaking about and i couldn’t find anything on odforum for now


Cheers!
Vincent Thomas
Senior Lookdev Lighter & Matte Painter / VFX Sup Creative Art Director
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it sounds interesting I now

https://www.instagram.com/cnc_verkstad/ [www.instagram.com]

I posted those stuff on Instagram little snippets how and what ( to make generative Art) and you have on odforce in my gallery username-srletak Nature fun pointvop ( you just need to play a little bit with those files ) …but soon I'm gonna post my file so that everyone can have fun ..

Have a nice day
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You have a new follower now, your work is diverse and always inspired, it's easily one of the best i have crossed by, thanks for giving to our world a little more beauty

I will research for this example file and vex snippets to see if i could find then.
For the “boolean by Uv” you mean using the uvsample ?
Vincent Thomas
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Thank you for the kind words.

You can use uvsample or projected COp patterns endless possibility, soon I'm gonna post hipnc just to fine adjust

you have here exactly the same method just need to putt altogether…

same technic

https://www.youtube.com/watch?v=VOPBZMbpMMo [www.youtube.com]

texture

https://forums.odforce.net/topic/43704-creating-texture-files-procedurally-and-backing-to-desk/ [forums.odforce.net]

Patterns loops technic
https://vimeo.com/235819159 [vimeo.com]


and old file from odforce ….have fun
Edited by srletak76 - Oct. 6, 2019 12:36:24

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Very smart, thanks you so much

why should i buy puzzle game on the apple store, houdini could hold my breath for one life !

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Vincent Thomas   (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
 http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Vincent Thomas
Senior Lookdev Lighter & Matte Painter / VFX Sup Creative Art Director
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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Here is a very basic concept of extruded voronoi tiles.

Attachments:
voronoi_extrusions.jpg (18.1 KB)
voronoi_extrusions.hipnc (144.9 KB)

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Regarding the rivets: You can position those by

  • removing shared edges with divide node,
  • removing inline points by a generous distance and
  • extruding inwards with polyextrude.
  • polyframe for normals and copy SOP.

Attachments:
voronoi_extrusions_rivets.jpg (26.3 KB)
voronoi_extrusions_rivets.hipnc (161.8 KB)

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Konstantin Magnus
Here is a very basic concept of extruded voronoi tiles.


- This is cool thanks you so much!
I believe it will make sense to also be able to split/cut my underground model with a cop output or a given input file instead of having all the time to rely on a Voronoi noise.
Don't you think so? any suggestion?

- I was also thinking to use volume and boolean to make a sharp industrial look denting when one mesh has to be inserted and blend with another one or the base surface. Do my words make any sense to you?

- Is it not possible to find possible realistic placements of the rivet with the measuring node, edge distance and so?
shrinking the edge of a define group of area?

- I'm wondering but apparently (i may be wrong) Fernando is not using pre-made block of kitbash geo, will you agree?
Im still at an early stage, but ideally i believe the best would be able to blend and combine both.
Have you seen some example of this? Just curious…

Cheers guys, you smart minds
Vincent Thomas
Senior Lookdev Lighter & Matte Painter / VFX Sup Creative Art Director
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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PS: for my last lines, i mean clever blending. i.e: procedural modeling is goign to take care of blending and inventing geo between the premade geo input scattered on the guide surface..

A kind of 3d version of the 2d filling ‘Adobe content aware’…

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Vincent Thomas   (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
 http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Vincent Thomas
Senior Lookdev Lighter & Matte Painter / VFX Sup Creative Art Director
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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Thanx Magnus for Basic Stuff

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