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
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
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!
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
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?
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
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.
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...
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
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?
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.
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
This is what,I used to say Love you so much-:)
Nice trick to using UVs 👍
Thanks 🙂
Very handy. Thank you for the tutorials. :)
This is such an interesting workflow. I will definetely use some techniques learned here.
awesome
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
xl learday 59 I think modeling patterns
Thank you a lot!
You're welcome!
Do you have project file
Thank you!!! Great stuff Bro!!
thanks, glad you like it
This is awesome! thank you!
真的是非常棒的教程,非常感谢!!really a good one ,thank you!!
Not sure what that says but thanks, glad you liked the video
Great tut!Thanks for sharing.
Is it possible to make it pack or instance?
not really because you need to modify the points, at least not with this method
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!
Thanks, Is this one th-cam.com/video/MlTFBkuHVhk/w-d-xo.html
Great video. Wanted to know what plugins you use for the code editor and your tab window? Looks really nice!
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
@@MIXTraining Sweet thank you!
Epic vid.
great tutorial, would this work with hairs as well? like for creating a knitting pattern
Sure if you create curves for that it should work
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?
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
Hi. Is there a way to re orient the quid winding? My custom knit pattern has random rotation all over the mesh.
Random rotation will be difficult cause they need to match
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.
I'm not sure what you mean, you have an example?
Thank you
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...
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
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?
hey, here's a new link discord.gg/QS92tXz
Thanks, accepted
is there a way to instance the scattered geometry? it gets really heavy with complex pattern geometry
Sure, if you scattered with the copy to point just check the pack and instance checkbox
@@MIXTraining thank you. You have some of the best Houdini tutorials btw, thanks for sharing your knowledge..
@@lveronese thank you, I love to share :)
For people who are interested in Blender,
there is an addon called 'tissue' who can do the same thing.
it's perfect! fank you
It's unnecessarily confusing to use an attribute name of "primuv" when that is also a function to be used later down the line.
I do agree, wanted to maintain the idea that we're kinda mapping to primitive UVs like a texture, but yeah, you are right
fucking genius!
It's a 360p video.
hahaha youtube is still processing it, refresh you should get 1080 and even 4K at some point
lol it's 1080p right now
youtube is getting slow, keep believing and 4K will come
Is 4K now :)
yeah super clear