Keycap Sculptures (Disco Ball Tiling)

  Рет қаралды 38,799

Entagma

Entagma

Күн бұрын

Support us on Patreon: / entagma
More info on: www.entagma.com/
00:00 - Intro
01:20 - SideFX Labs
01:52 - Instant Meshes
02:12 - Importing & Preparing Geometry
03:27 - Quad Remeshing
04:28 - Generating Instance Points
06:37 - Instance Display Settings
06:52 - Orienting Instances
08:13 - Generating an Up Vector
10:13 - Scaling the Instances
14:03 - Fixing Scaling & Display Errors
15:17 - Variant Attributes & Copy To Points
15:58 - Pscale to Points
16:50 - Measuring Quad Areas & Thresholding
19:11 - Deintersecting Instances
25:25 - Infamous Last Words
When we received an E-Mail by Eduard, asking if we had any idea about disco ball packing, we were intrigued. Eduard pointed out that his (apparently very patient) wife manually tiled this sculpture (www.tsiban.com/giselle) and was wondering if there’s any way to automate it. He also pointed to these examples where a skull had been turned into a disco ball (www.discoskulls.com/) or this sculpture of a horse covered in keycaps by Babis Cloud: www.thisiscolossal.com/2012/1...
What we came up with (and deem a pragmatic method of achieving a tiling similar to those examples) is based on one particular node in SideFX’s brilliant Labs toolkit - and works without the need to run any simulations!
Keycaps modeled by our dear friend Cornelius Dämmrich: corneliusdammrich.com/
Be warned though, we’ll be doing our fair bit of (not too complicated) VEX in this one.
Download Project File: www.entagma.com/downloads/Key...

Пікірлер: 58
@KO28JOJO
@KO28JOJO 3 жыл бұрын
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.
@kinedix
@kinedix 3 жыл бұрын
Thank you very Much! This tutorial is so amazing, and covers many claver solutions. Huge appreciation from whole family :)
@MotionDesignersCommunityTV
@MotionDesignersCommunityTV 3 жыл бұрын
Thanks, this is a gem
@polygon4399
@polygon4399 3 жыл бұрын
I like the illustrator examples. really helps understanding
@spyral00
@spyral00 3 жыл бұрын
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!
@austinwendenburg9934
@austinwendenburg9934 3 жыл бұрын
Thank you so much Moritz!
@devmishra18
@devmishra18 3 жыл бұрын
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. 😄
@songpeng
@songpeng 3 жыл бұрын
Fantastic!
@3n19ma
@3n19ma 3 жыл бұрын
I was trying to do this a few weeks ago! but wasn't as good as you did! thank you for sharing information
@ameet21
@ameet21 3 жыл бұрын
I like it so those scan mesh we can transform into quad using this method that awesome
@tikallone
@tikallone 3 жыл бұрын
i can just say wow!
@badmondaywang
@badmondaywang 3 жыл бұрын
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.
@carlherner9458
@carlherner9458 3 жыл бұрын
would be so cool if you could do some videos covering mops+ :) Dop experiments etc!
@genetixa
@genetixa 3 жыл бұрын
Very Nice!! Any Tips on having the keys orientation flowing the polygons like the original horse example?
@emirunalan1287
@emirunalan1287 2 жыл бұрын
I think, to calculate primitive area, measuredarea attribute from instrinsic attributes can be used. (the data can be reached with priminstrinsic function)
@chr1st0pher
@chr1st0pher 3 жыл бұрын
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.
@alexeyandreou9639
@alexeyandreou9639 Жыл бұрын
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
@nkanyisoinnocentkhwane3752
@nkanyisoinnocentkhwane3752 3 жыл бұрын
I'd love to try something like this in Blender
@LineKernel
@LineKernel 3 жыл бұрын
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 ?
@davidqiu853
@davidqiu853 2 жыл бұрын
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?
@kaiffah
@kaiffah 3 жыл бұрын
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 :)
@arvidurs
@arvidurs 3 жыл бұрын
Couldn't we just use the measure sop to get surface area and use that for scale?
@Entagma
@Entagma 3 жыл бұрын
Yes, that should work well for moderatly distorted quads! :) Cheers, Mo
@patakk8145
@patakk8145 3 жыл бұрын
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).
@Entagma
@Entagma 3 жыл бұрын
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
@nagyandris
@nagyandris 3 жыл бұрын
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.
@mohammadmahdimohammadi2113
@mohammadmahdimohammadi2113 3 жыл бұрын
Awesome
@a.p.7383
@a.p.7383 2 жыл бұрын
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
@OscarChabrand
@OscarChabrand 2 жыл бұрын
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?
@matteoforghieri
@matteoforghieri 3 жыл бұрын
is it possible to replicate this setup just with sop nodes? no vex!
@gheorgherusu8374
@gheorgherusu8374 3 жыл бұрын
any tutorial how to make this in cinema 4d ?
@3dpain378
@3dpain378 3 жыл бұрын
Thx for video! How packs geo in 1 file, like on 2:52 with many variants?
@PeterJansen
@PeterJansen 3 жыл бұрын
You could use a connectivity sop to find individual pieces, and just rename the class attribute to variant.
@nicksushkevich8660
@nicksushkevich8660 7 ай бұрын
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.
@th.e.nglish
@th.e.nglish 2 жыл бұрын
Could you ease make a tutorial trying to apply the same concept in blender, maybe with geometry nodes? 👉🏻👈🏻
@lemmonsinmyeyes
@lemmonsinmyeyes 3 жыл бұрын
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?
@GeorgiSlavov
@GeorgiSlavov 3 жыл бұрын
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
@lemmonsinmyeyes
@lemmonsinmyeyes 3 жыл бұрын
@@GeorgiSlavov ah thanks dude !
@vytasrauckis6703
@vytasrauckis6703 3 жыл бұрын
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?
@Entagma
@Entagma 3 жыл бұрын
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
@ulriktnnesen5987
@ulriktnnesen5987 3 жыл бұрын
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 :(
@lukeW7344
@lukeW7344 3 жыл бұрын
you need to press a button at the side of the text field to create the slider
@ulriktnnesen5987
@ulriktnnesen5987 3 жыл бұрын
@@lukeW7344 Thank you, I will try that when I get home :)
@Rick_Sanchez_1337
@Rick_Sanchez_1337 3 жыл бұрын
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
@Entagma
@Entagma 3 жыл бұрын
We've all been there 😄 cheers, Mo
@jafetnoriega8623
@jafetnoriega8623 2 жыл бұрын
I think instant meshes is not fit to 19.0.455
@Crow-gp3ci
@Crow-gp3ci 3 жыл бұрын
keydog
@TalkThisOut
@TalkThisOut 3 жыл бұрын
thank you! although FML
@dollyhadbraces9361
@dollyhadbraces9361 3 жыл бұрын
Any blender wizards willing to do a similar tutorial ? Please.
@jankarl5269
@jankarl5269 3 жыл бұрын
This takes like less than a min to setup in c4d
@MattTaylorMotion
@MattTaylorMotion 3 жыл бұрын
If you're happy with poor results full of intersections, use c4d. Speed isn't the reason we use Houdini.
@evening8990
@evening8990 3 жыл бұрын
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 :)
@iamthenightfly
@iamthenightfly 3 жыл бұрын
@@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 :)
@HrDShocKWave
@HrDShocKWave 3 жыл бұрын
@@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.
@MotionDesignersCommunityTV
@MotionDesignersCommunityTV 3 жыл бұрын
@@HrDShocKWave Waiting for a blender comment now
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