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No VEX Houdini: Dual Surfaces

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Support us on Patreon: 00:00 Intro 00:20 Theory 01:15 Building the Setup 02:16 Remeshing 03:00 Setting targetmeshsize 06:48 Calculate the Dual 07:20 Measuring Curvature 09:10 Promoting the Curvature Attribute 10:45 Splitting the Vertices 11:53 Poly Extrude 14:17 Some Remarks about Rendering A new tutorial in the No VEX Houdini series. Here Manu explains one of his all time favourite setups: Dual Surfaces. By calculating the dual graph to the initial delaunay mesh, the triangle mesh that is, we end up with a very interesting voronoi-style surface topology. By splitting the mesh based on curvature, we then use this structure to come up with organic forms that remind of sea-creatures or reptile skin. Try this quick and easy effect that produces stunning results. Download project file: The render uses the sIBL HDR file “Old Industrial Hall“ that you can get here:

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