Cool technique. I think it's a little bit simpler to achieve this effect using the clip sop, when closed polys are desired. I've also used the ray sop to fire points onto edges when separate line segments are required. I've typically done this by scattering points and giving them normals to indicate the direction of cuts. But It can also be done by examining the bounds of each incoming primitive.
Yes, indeed! I also experimented using the Clip SOP, and works also really nicely. I chose to show off this alternative because I didn't stumble upon any setups that used this method to partition primitives. Thought it might be indeed unconventional but interesting nonetheless. That's the beauty of it as well, there are so many different techniques to achieve same or similar results! Cheers!
The technique showed in this video is a rather brute force approach, I wouldn't recommend using it on larger scale objects such as the portraits you mentioned. I recommend you taking a look at the Labs Lot Subdivision node. Study its insides to understand the principle, and use the same technique to subdivide geometry according to a attribute after importing the desired image. Labs Lot Subdivision has recently been updated, and the version 2.0 is very efficient at performing this partitioning, however it might be harder to understand since it's much more vex-based. You may switch it to its older definition to study a simpler, more SOP-based approach.
Hello Labros, currently that’s not possible; the algorithm is purely based on randomness, but that’s an interesting idea. I’ll see if I can come up with something. Thank you!
Very cool
Cool technique. I think it's a little bit simpler to achieve this effect using the clip sop, when closed polys are desired. I've also used the ray sop to fire points onto edges when separate line segments are required. I've typically done this by scattering points and giving them normals to indicate the direction of cuts. But It can also be done by examining the bounds of each incoming primitive.
Yes, indeed! I also experimented using the Clip SOP, and works also really nicely. I chose to show off this alternative because I didn't stumble upon any setups that used this method to partition primitives. Thought it might be indeed unconventional but interesting nonetheless.
That's the beauty of it as well, there are so many different techniques to achieve same or similar results!
Cheers!
Thank you!
co cool
Thanks so much. How can i use this for a painting like Motion Designer Dimitris Ladopoulos?
The technique showed in this video is a rather brute force approach, I wouldn't recommend using it on larger scale objects such as the portraits you mentioned. I recommend you taking a look at the Labs Lot Subdivision node. Study its insides to understand the principle, and use the same technique to subdivide geometry according to a attribute after importing the desired image.
Labs Lot Subdivision has recently been updated, and the version 2.0 is very efficient at performing this partitioning, however it might be harder to understand since it's much more vex-based. You may switch it to its older definition to study a simpler, more SOP-based approach.
As you probably have it saved, could you share the save file as a link? I`d like to know what I did wrong...
Hey, the link in the description was outdated. thanks for the heads up. Here it is: particula.org/unconventional-k-d-tree/
i was wondering if by using this method can you import a bitmap picture to houdini and have the algorithm treemap the tones?
Hello Labros, currently that’s not possible; the algorithm is purely based on randomness, but that’s an interesting idea. I’ll see if I can come up with something. Thank you!
!!!