Posts

How to make an Houdini

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Following is based on a true story but with construed example data and production details to not stir the feelings of my judicial overlords.  This is a Houdini tutorial, topic being "Tree fracturing for games". The scenario is your job is making tools to make artistic people's life easier. One day you're given a mesh, it consists of a cluster of polygons hovering in space, no recollection of each other. And yet, you clearly see it holds a structure- the branches belongs to the trunk, the leafs belong to the branches. It's almost trivial. So why is it so hard to tell them to just clumpify? Is that a node?  before and after There's piles of books about vectors and the compilable struct products and who am I to add to that? With time I've also come to believe process is an underrated so I thought I take a stab at capturing that.  1. Preparation Clean your desk. Throw all screens out but one. Feed your fish. Buy furniture from Bauhaus. Enter boredom.  Name you

Covid Halloween custome sketch

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  Sketch for Halloween costume. Next phase, papier mache.

Cables.gl is the song of the summer

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After 10 years break I've returned to runtime motion graphics. This time through the web based app cables.gl. This first piece is meant to be a solid background thing.  http://bhenriksson.se/cables/linesTowardsCamera/index.html

voronoi graph

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The source position on the skeleton is now available as a point attribute. Also added option to remove segments that has a point as an output allowing only segment to segment curves as I suspect this will be useful. 

Voronoi diagram

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Cleaned up the output to be contained inside a boundary. 

Medial axis with source prim id attrib

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Now adding attributes for what primitive spawned the medial axis. Next up to add single points. Edit: added single points (see second pic).