Case study 01 - Coral fungus
A 2D triangle grid base with logic for building pseudo isometric 3D forms. Attributes are calculated for each triangle and are passed to a GLSL shader to create the dynamic surface effects. Built in Houdini
It’s early days but some of these techniques are looking promising.
3D Experiment with the branching algorithm I’ve been building.
Building a branching algorithm in Houdini. Here’re some of the 2D experiments:
Colour mixing using particles using velocity fields
Testing out layering effects in Houdini. The normals of the polygons are affecting where certain effects occus on a mesh. In this case a subdivision triangular effect on the under sides and a porous effect on the top side of the structure.
Playing around with Cinema 4D R20 node materials. These are all a single material with no textures. Everything is generated from within the shader including the patterns. The triggering is done from the vertex map using mograph fields.