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Procedural modeling offers significant advantages for creation of 3D models. This post sheds light on advantages and key components of using this modeling technique.
Official Post from Fabricio Chamon: download .hip file for Houdini 17.
By popular demand, screenshots of some of my old procedural animation projects with links to their videos on youtube.
Procedural Nyarlathotep:
https://youtu.be/INXdG7AWgNQ
Procedural Armor:
https://youtu.be/nI6Jj8fbTbI
These were both made with Houdini. Contrary to some public perceptions, an incredible amount of math and algorithmic thinking goes into making these because the geometry, properties, movements and changes in the model are all described numerically and altered programmatically.
Finished version of this.
I got an A on this assignment, so I’m very pleased. I struggled a lot with it.
Procedural modeling. Done entirely in Houdini and rendered in Mantra.
Houdini is Suffering™.
I’m working on a procedural building that adds features as you change its dimensions. I’m really struggling with the assignment. This is an early WIP, I’ll being doing a lot more detail modeling, as well as texturing, animation, and rendering.
First step in Houdini
Interactive Sketching of Urban Procedural Models
This research, presented at SIGGRAPH 2016 by Gen Nishida, Ignacio Garcia-Dorado, Daniel G. Aliaga, Bedrich Benes, and Adrien Bousseau, is a fascinating approach to creating 3D buildings. I find it interesting not just because of the results, but because of what it suggests about the future of creating things.
Expect these kinds of interfaces to be more common in the future. It doesn’t replace general-purpose 3D modeling, since it can only create things it can find a grammar for. But for specific purposes, this is great. And it suggests some ways an interface like this could be introduced for sculpting. If you could build a library of generalized geometry grammars, plus modifiers and gestures for actions to change the model, it could open up new ways to sculpt 3D objects.
It’s also interesting because the results are parametric, and can be adjusted afterwards. Adding intuitive interactive interfaces to these kinds of generative grammars opens up many possibilities for artistic expression.
You can read up on their research here.
(via https://www.youtube.com/watch?v=rn4T9Y9PbgQ)