This is a tutorial livestream for Houdini to introduce some of the interesting algorithmic design process. For this livestream I'm going to show the procedural branching animation using shortest path as a base with some weight control for determine the direction of branch growth.
I've also started a Patreon, if anyone found the video interested or helpful please consider supporting so that I can continue creating videos.
[Project File]
www.patreon.com/posts/8645791...
[Patreon]
/ junichirohorikawa
[Houdini Related Playlists]
Houdini Algorithmic Live: • Houdini Algorithmic Live
Houdini Tutorial: • Houdini Tutorials
Houdini Snippets: • Houdini Snippets
Houdini Tips: • Playlist
VEX for Algorithmic Design: • VEX for Algorithmic De...
[Portal Page]
Facebook Page: / parametricproceduralho...
[Books]
Algorithmic Design Workbook with Houdini: gum.co/GOZFw
Tiling Pattern with Houdini: gumroad.com/l/OVDgY
Algorithmic Design with Houdini: www.bnn.co.jp/books/9788/
Books on BOOTH: orangejellies.booth.pm/
[Contact]
Twitter: / jhorikawa_err
Instagram: / horikawa.j
#JunichiroHorikawa #houdini #tutorial
Beautiful, definitely gonna have to experiment with this!
Looks very close to the blood drum effect in the diablo 4 reveal.
很棒的教程
Hello Junichiro, Can i suggest using a group node with the option "keep in bounding regions" to trim out the points outside the geometry? It seems to work reliably with any shape and it's pretty fast! Masterful work as always (:
And use smooth function on pscale instead of atribute blur. Did not delete the highest pscale value and promoting etc. But it is beautifull on Houdini. There are many ways how to do that.
🎉 "Promo sm"