This short tutorial ist inspired by the amazing work of deskriptiv. Seriously one of the most inspiring artist collectives I’ve come across in the last year. What (in my opinion) is being done here is a curl noise flow around a given surface that is then converted into a volume and subsequently blurred and meshed as polygons. And this is exactly what we’re going to build. The setup should be versatile enough and accept most shapes as input geo. Also curl noise is heavily tweakable so a multitude of flow patterns are possible with this one. Have fun!
COMMENTS
wolffmeister 4 years, 10 months ago |
Hi Moritz,
your tutorials are absolutely awesome. Second to none.
I come from Maya and have used XFROG in very unconventional manners. My apologies for my non-coder language when it comes to these things but we tend to be a bit more rocknroll in this studio. Thats's me and my invisible friends:
If I was to make my traills more spikey and sharp toward their specific ends, as opposed to a uniformly meshed surface which is smoothed in the end, how could one implement a particle/per point age based approached and generate a mesh/ trail that becomes crisper/sharper and spikier as we approach the ends of that curve.
Kind regards:
wolffmeister.one
Pixelkram 4 years, 10 months ago |
Heyhey,
try attaching a resample-SOP to your curves and check output Curveu. This generates a point attribute ranging from 0 at the beginning of a curve to 1 at it's end. Remap this attribute to your liking to @pscale. E.g. using a pointwrangle with a chramp() expression. This way you can drive your curve's diameter over it's length.
Cheers, Mo
Please log in to leave a comment.