Man! this is one of the few videos tutorials that makes me so relaxed. I do not know if it is me only but your videos sounds like ASMR. It is really good sound quality! Please keep it going.
Highly insightful and motivating. For the next nerd rant video, can we get Moritz and Manuel to talk about their journey to form Entagma? I am curious about what difficulties you faced in the early stages of the process and how you dealt with them. 😄
another way is to use UV if there is. Transform grid P into Uv space , match size, split vertex, then transform it back to world space where u can get nicely spaced quads. And u get control of the resolution by control the grid division. I did it before . Works nicely, good to know the lab tool tho. Super cool.
Oh damn this is complecated... I'm an architecture student who is moving towards parametric architecture with Rhino+Grasshopper and I'm considering to begin with a Houdini as next stage but after this video I think it's a bad idea :_D
Great demonstration! I've been thinking, instead of measuring the area of quads maybe measuring the curvature would be better at determining which quads belong to creases (and opt them out of keycap instancing).
Hey Paolo, indeed, good idea - tested this when preparing the tutorial and in general it worked okay, couldn't see much of a difference for this concrete piece, but depending on your mesh that might work better :) Cheers, Mo
I think, to calculate primitive area, measuredarea attribute from instrinsic attributes can be used. (the data can be reached with priminstrinsic function)
Instead of doing the average distance to calculate the scale of the keys, you might also be able to use the “edge equalize sop” (thanks Jake rice for showing me that) to make every square equal size? Just curious, might try myself. Amazing tutorial, love how you solved this.
Thank you soooo much of this amazing tutorial! But I have a question which is that after I use instant meshes, my unit geometry to copy rotated 180 degrees around the four adjacent squares. When I delete the wrangle about give pointattribute "N", then they do not rotate but no longer fit the square orientation. Is there any new wrangle to write to avoid this?
Hello, any idea on how to replicate "the generating points on face normals" at 4:39 in Blender Geometry nodes? Population the points on face normals instead of vertexes? Thnx :)
at 5:50, trying to figure out how to do the same things but using VOPs. With a primitive VOPS, I can "add point" in the center of every primitive quite easily. But I can't figure out how to make a point group of those new points only. Any ideas? Can you do this in VOPs?
when you calculate avgdist (to scale your keycaps individually ) , could you have used the node Mesure ? i think you can calculate the area of the prim with it right ?
Is there a way to reconstruct this in H20 on Mac OS? I get error about missing Instant-Meshes executable in python code, but do not know how to change it.
Hi! Can I export instanced geometry without baking them to real objects? So my other DCC can recognize that it is an instance. If so, how? Because I can't find a way.
hey, i‘m using obj or fbx of my exported blender model but somehow the objects get scattered around the air around the model and are just wildly spread. does anyone have advise? the points are placed right step, somehow they get still spread all over the scene
Im not smart, can someone explain why i@variant = rand(@ptnum + chf("Seed")) * 20; makes 20 variants? Wouldn't it be a modulo of 20 to get 20 variations?
rand(seed) gives you a floating point number between 0 and 1, multiplied by 20 and assigned to an int attrib gives you a random number between and including 0 and 19
The second I connected the copy to points node to the dog head and the keycap, my computer went BOOM! I saw an error dialog for just a fraction of a second and then my monitors went blank and I could not do anything. Eventually I force restarted. I have 32GB of ram and a GTX 1070 on my pc using a 6 core i7 cpu. Does houdini require a heftier pc, because I use C4D and my system never blows up like your tutorial did?
Heyhey, in my experience Houdini has been a good bit more stable than C4D. Maybe have a look at the provided scene file and check if that also crashes your PC, then figure out what's going on from there... Cheers, Mo
Very interesting tutorial. Sadly I got stuck when trying to create the "Area_Threshold" slider. For some reason I didn't get a slider showing up. I even went and double checked the code several times, but couldn't spot the error :(
This is the construction of a tool within Houdini, that can accept any geo input, so once set up and saved as a digital asset, it can also do quickly whenever you need it, edit it when needed and shared out if desired. Pretty cool :)
@@MattTaylorMotion it's not that bad actually, depending on the mesh you're working with (or if you're putting it through quadremesher for example) you can use moextrude to simulate the tiles without too many intersections. Love your work btw :)
@@iamthenightfly the moextrude would definitly not avoid intersections, you would get a ton of them, without even talking about the weird shape that some keycaps would get because of the shape of certains quads So yeah unless you have a sphere or some super basic shape you will not get the same premium result.
Man! this is one of the few videos tutorials that makes me so relaxed. I do not know if it is me only but your videos sounds like ASMR. It is really good sound quality! Please keep it going.
Very cool! A while ago I made a music video with objects manually created like this one. I wish I had this tool back then!
Highly insightful and motivating. For the next nerd rant video, can we get Moritz and Manuel to talk about their journey to form Entagma? I am curious about what difficulties you faced in the early stages of the process and how you dealt with them. 😄
I like the illustrator examples. really helps understanding
Thanks, this is a gem
Thank you very Much! This tutorial is so amazing, and covers many claver solutions. Huge appreciation from whole family :)
Thank you so much Moritz!
I was trying to do this a few weeks ago! but wasn't as good as you did! thank you for sharing information
another way is to use UV if there is. Transform grid P into Uv space , match size, split vertex, then transform it back to world space where u can get nicely spaced quads. And u get control of the resolution by control the grid division. I did it before . Works nicely, good to know the lab tool tho. Super cool.
would be so cool if you could do some videos covering mops+ :) Dop experiments etc!
I like it so those scan mesh we can transform into quad using this method that awesome
Oh damn this is complecated... I'm an architecture student who is moving towards parametric architecture with Rhino+Grasshopper and I'm considering to begin with a Houdini as next stage but after this video I think it's a bad idea :_D
Great demonstration! I've been thinking, instead of measuring the area of quads maybe measuring the curvature would be better at determining which quads belong to creases (and opt them out of keycap instancing).
Hey Paolo,
indeed, good idea - tested this when preparing the tutorial and in general it worked okay, couldn't see much of a difference for this concrete piece, but depending on your mesh that might work better :)
Cheers, Mo
Fantastic!
I think, to calculate primitive area, measuredarea attribute from instrinsic attributes can be used. (the data can be reached with priminstrinsic function)
Couldn't we just use the measure sop to get surface area and use that for scale?
Yes, that should work well for moderatly distorted quads! :)
Cheers, Mo
Very Nice!! Any Tips on having the keys orientation flowing the polygons like the original horse example?
Instead of doing the average distance to calculate the scale of the keys, you might also be able to use the “edge equalize sop” (thanks Jake rice for showing me that) to make every square equal size? Just curious, might try myself. Amazing tutorial, love how you solved this.
i can just say wow!
Thank you soooo much of this amazing tutorial! But I have a question which is that after I use instant meshes, my unit geometry to copy rotated 180 degrees around the four adjacent squares. When I delete the wrangle about give pointattribute "N", then they do not rotate but no longer fit the square orientation. Is there any new wrangle to write to avoid this?
Hello, any idea on how to replicate "the generating points on face normals" at 4:39 in Blender Geometry nodes? Population the points on face normals instead of vertexes? Thnx :)
at 5:50, trying to figure out how to do the same things but using VOPs. With a primitive VOPS, I can "add point" in the center of every primitive quite easily. But I can't figure out how to make a point group of those new points only. Any ideas? Can you do this in VOPs?
is it possible to replicate this setup just with sop nodes? no vex!
when you calculate avgdist (to scale your keycaps individually ) , could you have used the node Mesure ? i think you can calculate the area of the prim with it right ?
Is there a way to reconstruct this in H20 on Mac OS? I get error about missing Instant-Meshes executable in python code, but do not know how to change it.
I'd love to try something like this in Blender
any tutorial how to make this in cinema 4d ?
Hi! Can I export instanced geometry without baking them to real objects? So my other DCC can recognize that it is an instance. If so, how? Because I can't find a way.
Could you ease make a tutorial trying to apply the same concept in blender, maybe with geometry nodes? 👉🏻👈🏻
hey, i‘m using obj or fbx of my exported blender model but somehow the objects get scattered around the air around the model and are just wildly spread. does anyone have advise? the points are placed right step, somehow they get still spread all over the scene
Im not smart, can someone explain why i@variant = rand(@ptnum + chf("Seed")) * 20; makes 20 variants? Wouldn't it be a modulo of 20 to get 20 variations?
rand(seed) gives you a floating point number between 0 and 1, multiplied by 20 and assigned to an int attrib gives you a random number between and including 0 and 19
@@GeorgiSlavov ah thanks dude !
The second I connected the copy to points node to the dog head and the keycap, my computer went BOOM! I saw an error dialog for just a fraction of a second and then my monitors went blank and I could not do anything. Eventually I force restarted. I have 32GB of ram and a GTX 1070 on my pc using a 6 core i7 cpu. Does houdini require a heftier pc, because I use C4D and my system never blows up like your tutorial did?
Heyhey,
in my experience Houdini has been a good bit more stable than C4D. Maybe have a look at the provided scene file and check if that also crashes your PC, then figure out what's going on from there...
Cheers, Mo
Thx for video! How packs geo in 1 file, like on 2:52 with many variants?
You could use a connectivity sop to find individual pieces, and just rename the class attribute to variant.
Awesome
Very interesting tutorial.
Sadly I got stuck when trying to create the "Area_Threshold" slider. For some reason I didn't get a slider showing up.
I even went and double checked the code several times, but couldn't spot the error :(
you need to press a button at the side of the text field to create the slider
@@lukeW7344 Thank you, I will try that when I get home :)
I'm an idiot. At 5:55 I braindead enabled the copy to points node without checking "pack and instance" which crashed my pc hahahaha
We've all been there 😄 cheers, Mo
I think instant meshes is not fit to 19.0.455
keydog
thank you! although FML
Any blender wizards willing to do a similar tutorial ? Please.
This takes like less than a min to setup in c4d
If you're happy with poor results full of intersections, use c4d. Speed isn't the reason we use Houdini.
This is the construction of a tool within Houdini, that can accept any geo input, so once set up and saved as a digital asset, it can also do quickly whenever you need it, edit it when needed and shared out if desired. Pretty cool :)
@@MattTaylorMotion it's not that bad actually, depending on the mesh you're working with (or if you're putting it through quadremesher for example) you can use moextrude to simulate the tiles without too many intersections.
Love your work btw :)
@@iamthenightfly the moextrude would definitly not avoid intersections, you would get a ton of them, without even talking about the weird shape that some keycaps would get because of the shape of certains quads
So yeah unless you have a sphere or some super basic shape you will not get the same premium result.
@@HrDShocKWave Waiting for a blender comment now