VMT - 050 - HOUDINI - Copy Geometry to Quads

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  • เผยแพร่เมื่อ 3 ก.พ. 2025

ความคิดเห็น • 57

  • @MaxCrow
    @MaxCrow 6 ปีที่แล้ว

    Amazing. A world of weaved wicker is now open to us. I find the the angles at the edges aligning exactly a bit mind boggling. But it's great! Thanks.

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว

      that comes from pre computing the normals on the object before and then we multiply the points Z position by that so they align exactly, the other positions X and Y come from creating the "projection" we do first

  • @focusmaya251
    @focusmaya251 6 ปีที่แล้ว +2

    This is what,I used to say Love you so much-:)

  • @MajidKamran
    @MajidKamran 3 ปีที่แล้ว

    Nice trick to using UVs 👍

  • @TheSaOk
    @TheSaOk 6 ปีที่แล้ว +1

    Very handy. Thank you for the tutorials. :)

  • @xl000
    @xl000 6 ปีที่แล้ว

    This is such an interesting workflow. I will definetely use some techniques learned here.

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว

      awesome

    • @xl000
      @xl000 6 ปีที่แล้ว

      Also, can you please tell in which video you were modeling the interwoven mesh ?
      It looks like the replicated geometry need to be in the unit box {0,0,0} to {1,1,1} with its left and right face, and front and back face matching exactly so that the mesh looks really good without messing too much with the points afterwards

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว

      xl learday 59 I think modeling patterns

  • @andrewdrogin
    @andrewdrogin 3 ปีที่แล้ว +1

    Thank you a lot!

  • @kalingaanimationstudio
    @kalingaanimationstudio ปีที่แล้ว +1

    Do you have project file

  • @doodlesnack3082
    @doodlesnack3082 5 ปีที่แล้ว

    Thank you!!! Great stuff Bro!!

    • @MIXTraining
      @MIXTraining  5 ปีที่แล้ว

      thanks, glad you like it

  • @ThomasKlyhnChristensen
    @ThomasKlyhnChristensen 6 ปีที่แล้ว +1

    This is awesome! thank you!

  • @王震宇-e7x
    @王震宇-e7x 6 ปีที่แล้ว

    真的是非常棒的教程,非常感谢!!really a good one ,thank you!!

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว

      Not sure what that says but thanks, glad you liked the video

  • @黄海光-l4w
    @黄海光-l4w 4 ปีที่แล้ว

    Great tut!Thanks for sharing.
    Is it possible to make it pack or instance?

    • @MIXTraining
      @MIXTraining  4 ปีที่แล้ว

      not really because you need to modify the points, at least not with this method

  • @user-sl309jd90
    @user-sl309jd90 6 ปีที่แล้ว

    Awesome tutorial! I was wondering where I can find the module patch video you mentioned at around 3:50? I was trying to look for it but I couldn't find it. Anyone knows? Thanks!

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว +1

      Thanks, Is this one th-cam.com/video/MlTFBkuHVhk/w-d-xo.html

  • @Handcraftedcc
    @Handcraftedcc 4 ปีที่แล้ว

    Great video. Wanted to know what plugins you use for the code editor and your tab window? Looks really nice!

    • @MIXTraining
      @MIXTraining  4 ปีที่แล้ว

      The code editor is called Houdini external editor, google it, the tab menu is called tabttoo is a plugin I made you can find it here www.mixtrn.com/tabttoo

    • @Handcraftedcc
      @Handcraftedcc 4 ปีที่แล้ว +1

      @@MIXTraining Sweet thank you!

  • @TheKitneys
    @TheKitneys 6 ปีที่แล้ว

    Epic vid.

  • @lveronese
    @lveronese 6 ปีที่แล้ว

    great tutorial, would this work with hairs as well? like for creating a knitting pattern

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว +1

      Sure if you create curves for that it should work

  • @Handcraftedcc
    @Handcraftedcc 4 ปีที่แล้ว

    Had another question. Been working all day but failing on expanding on this tool, by making a version that copies and connects geo onto quads, but does not distort the copied geo, for a kitbashing details type situation. My first thought was insetting the faces your copying the geo on and then making the inserted surface square (which I can not figure out how to do). That way the only distortion would be vertical. Any thoughts on how this could be possible?

    • @MIXTraining
      @MIXTraining  4 ปีที่แล้ว

      Is hard to know what you are doing without a screenshot, go to www.mix-training.com click the community link at the top and post us some pictures there, that would be easier to help you

  • @wernerziemerink
    @wernerziemerink 4 ปีที่แล้ว

    Hi. Is there a way to re orient the quid winding? My custom knit pattern has random rotation all over the mesh.

    • @MIXTraining
      @MIXTraining  4 ปีที่แล้ว

      Random rotation will be difficult cause they need to match

  • @kasali2739
    @kasali2739 4 ปีที่แล้ว

    Very useful, thank you! Reminds me on fusionThing plugin for Cinema4d
    It would be fantastic if you make tutorial about copiyng geometry on points so that points move apart in regard to pscale whith Relax Point SOP. I have not enough skills to do that myself.

    • @MIXTraining
      @MIXTraining  4 ปีที่แล้ว

      I'm not sure what you mean, you have an example?

  • @StephaneSOUBIRAN
    @StephaneSOUBIRAN 6 ปีที่แล้ว

    Thank you

  • @Monkok3D
    @Monkok3D 6 ปีที่แล้ว

    Nice tutorial, thanks! Is using normal instead of facet in the end has some disadvantages or simply wrong? I tried to apply this technique to the pattern from your recent learn day, the one on the glass for pencils, so I wanted to keep it hard edged
    P.S. It looks good on torus, but platonic icosahedron tough guy...

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว

      is the same, the facet was just used to calculate normals old habits, if you use the normal node is the same, cool, I thought about that actually, what was your result? show us in the new discord server discord.gg/xKRwav

    • @Monkok3D
      @Monkok3D 6 ปีที่แล้ว

      Hi thanks for the answer! Sorry I didn't reply sooner, I had not got any notifications, so the link has expired by now. Could you send new link, so I could join and share my result?

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว +1

      hey, here's a new link discord.gg/QS92tXz

    • @Monkok3D
      @Monkok3D 6 ปีที่แล้ว

      Thanks, accepted

  • @lveronese
    @lveronese 6 ปีที่แล้ว

    is there a way to instance the scattered geometry? it gets really heavy with complex pattern geometry

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว +1

      Sure, if you scattered with the copy to point just check the pack and instance checkbox

    • @lveronese
      @lveronese 6 ปีที่แล้ว

      @@MIXTraining thank you. You have some of the best Houdini tutorials btw, thanks for sharing your knowledge..

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว

      @@lveronese thank you, I love to share :)

  • @jgiuguigiugigiugugiuuig4050
    @jgiuguigiugigiugugiuuig4050 6 ปีที่แล้ว +1

    For people who are interested in Blender,
    there is an addon called 'tissue' who can do the same thing.

  • @rodgerm2
    @rodgerm2 6 ปีที่แล้ว +1

    it's perfect! fank you

  • @Moctop
    @Moctop 6 ปีที่แล้ว +5

    It's unnecessarily confusing to use an attribute name of "primuv" when that is also a function to be used later down the line.

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว +1

      I do agree, wanted to maintain the idea that we're kinda mapping to primitive UVs like a texture, but yeah, you are right

  • @nazimba
    @nazimba 10 วันที่ผ่านมา

    fucking genius!

  • @chenjason8601
    @chenjason8601 6 ปีที่แล้ว

    It's a 360p video.

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว

      hahaha youtube is still processing it, refresh you should get 1080 and even 4K at some point

    • @chenjason8601
      @chenjason8601 6 ปีที่แล้ว

      lol it's 1080p right now

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว

      youtube is getting slow, keep believing and 4K will come

    • @MIXTraining
      @MIXTraining  6 ปีที่แล้ว

      Is 4K now :)

    • @chenjason8601
      @chenjason8601 6 ปีที่แล้ว

      yeah super clear