Building and animating surfaces with procedural beziers.
Row and column logic makes it easy-ish for texturing like below. A Houdini viewport animation using COPs:
Visualised handles although in the system they’re controlled by vex code & parameters:
Building and animating surfaces with procedural beziers.
Row and column logic makes it easy-ish for texturing like below. A Houdini viewport animation using COPs:
Visualised handles although in the system they’re controlled by vex code & parameters:
Improving some workflows for getting my growth systems to work nicely with simulated dynamics in Houdini.
Here’re some older prototypes which I don’t think I ever got around to posting previously:
Trying out using lidar on an iPad in a sort of light painting context. The paint brush is my hat.
A few tweaks to the point cloud in Houdini to get a nebulous sculpture.
An another one with a bit more artistic license.
Here’s some flip book animations of some vex generated kaleidocycles with dynamic GLSL shaders.
Case study 01 - Coral fungus
Case study 02
Case study 03 - Globe thistle