On this page I present some smaller experiments in houdini, which didn’t take too long to setup and sometimes are results of tutorials I followed or spontaneous problems I had in my mind and wanted to solve. Those cases aren’t big enough to have their own post, so I collect them here. Eventually this post will be moved into a larger section on it’s own as it grows.
Smaller networks are added as pictures with description below, if the network is too large, it’s only shortly described.
Scattered points on a grid where 3 different objects are copied to the points as variants. The animation comes from randomizing the variant and scale attribute on the points by the time.
This also uses boxes copied to a grid together with the current frame to mask and scale the boxes.
Very simple setup to deform an input mesh in an interesting way.
Mostly written in a wrangle node embedded in a forloop to subdivide a grid into bricktiles. The animation also is applied here. Column pieces are scattered in the center of each primitive, while each primitive is extruded.
Utilizing 2 carve nodes in two for loops to fill each primitive with a growing mesh. The first loop iterates over each primitive, the second loop adds one mesh level each iteration.
The input mesh is merged after the for-loop.
To add thickness, a polywire is added to convert the lines to geometry.
“Flowers” growing on a rock.
- The flower is a very simple created mesh (gridstripe + sphere) in Houdini
- The rock is a sphere with a mountain-node.
The Flowers are copied to scattered points and grow by scaling them up.
A deformed sphere creates a group of primitives of an input mesh. That group is then projected on the sphere with a raynode. The group is split from the input mesh, the prims are separated, exploded and noise is added before merging it back into the remaining mesh.
Simple object recursion with a for-loop. On each point of the input geometry, a copy of itself is placed. The color gradient is applied after the loop and is based on distance to center.
For the right variant, the input is converted to a wireframe-mesh using a polywire node.