Some Houdini work

11 04 2011

Here are some screen grabs of Houdini experiments I’ve worked on.

This first one shows an l-system tree I created. I’ve done a considerable amount of playing with l-systems.  This one shows the nice natural look you can achieve with only a few simple rules.

Here is sort of a cone plant,  or one of several types of flowers, achieved through a simple l-system, with leaf stamping to change the size and shape of the leaves over time.

This was just a neat test I did, by taking a basic l-system, then using a triangulate node, then a divide sop to compute the dual, creating a cellular pattern.

This is a cactus asset I created. Controls allow the user to control the number of branches, tropism, randomness, etc.

This is a coral like structure I created, by copying metaballs to an l-system, then converting it to a mesh, then performing a few SOPs to get a cellular pattern.

This is a seashell asset that i am working on, which will allow the user to create many variations, without having to reshape an input curve manually. It’s core is a logarithmic curve that the profile is swept along.

here is some of the node network:

Here are some variations of a digital asset I created, which generates a Classical building.

 

I was also working on a tool that creates a varying density mesh for creating terrains, based on an input height field. The density of points would be based on the relative slope of the height field.

Here’s an older project which uses audio to control the animation of a digital sculpture.

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