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.
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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.
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This also uses boxes copied to a grid together with the current frame to mask and scale the boxes.
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Very simple setup to deform an input mesh in an interesting way.
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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.
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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.
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“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.
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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.
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