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Drakon

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Curvature VOP in 'MAT' mode, not 'Shops' Aug. 21, 2018, 12:28 p.m.

I tried to recreate the Houdini curvature tutorial in ‘Mat’ mode and it looks hopeful - will keep extending the functionality, hopefully creating a uber-curvature shader for gamedev/lookdev.

Colours and worn edge effect are just a good starting point for refinement, although I like the cartoony/graphic look. Dr Strange mesh is my own concept sculpt, Eistein is from http://threedscans.com/ [threedscans.com] Mesh topology changes the effect of the shader, which can be potentially used to ones advantage.

Eistein's mesh comes as .stl format and the normals were flipped - so the Curvature+ClrRamp was being applied in reverse, on the concave shapes:used Reverse SOP to solve that.

Using layered shader means I can later go and adjust the individual worn edge layer effects.

Also discovered the measure curvature SOP from game dev tools, but not yet sure how to use/extract the data for further proceduralism in sop/vop. Can't find a ‘bind’ video tutorial, from which I learn best.

Object Wrangle preview Aug. 21, 2018, 12:23 p.m.

Looks really interesting! Looking forward to some more examples in the future. Quick question from a relative noob to coding: what can this Not do? How is ObjVex different from normal Vex? Can I be used to recreate some sculpting tools like Sculptris for example, with adaptive mesh generation? Or Sop level Curvature detection?

If you need testers, let me know.

Thank you and great work!

Interesting Uv tool from last Siggraph - potential for autouv sop? Aug. 19, 2018, 6 p.m.

Hi, just came across this presentation. Wandering if this would solve the stretching and seams issue with auto uv sops? Would be great to have it in Houdini.