How would i go about creating that effect procedurally?

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Hi there, im trying to archieve something like this:


https://i.imgur.com/e8cdsDL.png [i.imgur.com]

I had 2 ideas that didnt worked out, or i became stuck. Especially on the second one.

1)
Scatter points on the surface, and then Copy meshes to the points for a Boolean. But then the hand as no thickness. And its not really procedural, since all the holes would look kind of the same, if i dont create like 10-20 meshes.

2)
Scatter Points on the Surface, and use a voronoi fracture, and then somehow deleting some of the fractures. But im not really sure how to get that done procedurall.

I bet there is a quite easy way to do this, but my Houdini knowledge isnt good enough yet.
I would really appreciate any kind of help. Thanks!
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Looks like a subdivided polyextrude using insetting
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Hi,

here are some experiments using voronoi fracture.

rough ideas:
  • use boolean on geometry with a pushed/extruded duplicate
  • use voronoi fracture with scattered points
  • get normal/point information from voronoi output and extrude pieces
  • use boolean again and subtract pieces from geometry
  • subdivide …

There are many possible modification. Here is a file, which seems to work in some cases, but there are probably cases, where

this method will fail.

Attachments:
voronoi_surface_test.hipnc (160.0 KB)

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Aizatulin
Hi,

here are some experiments using voronoi fracture.

rough ideas:
  • use boolean on geometry with a pushed/extruded duplicate
  • use voronoi fracture with scattered points
  • get normal/point information from voronoi output and extrude pieces
  • use boolean again and subtract pieces from geometry
  • subdivide …

There are many possible modification. Here is a file, which seems to work in some cases, but there are probably cases, where

this method will fail.

Hi Aizatulin, thats insanely helpfull! Thanks so much. It looks really complex, especially sine i have no clue of vex yet. But thanks so much for your time!
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The voronoi fracture works particularly well, but most of these types shapes are created with a polyreduce, a divide node with bricker polygons selected and then an inner extrude with only sides selected. You can make all of this more complicated if desired.
Edited by Island - May 24, 2020 21:08:57

Attachments:
OrganicHand.hiplc (3.0 MB)
OrganicHand.mantra_ipr.0001.png (182.8 KB)

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Using the dual graph with polyreduce gives nice results and very fast aswell, but the number shouldn't be too low, to maintain the

shape. But I would go with this method.
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