Lastly – we’re putting the final touches on our setup and implement a simple automatic edge detection (based on a similar Kernel we’ve discussed in Part IV). This allows us to drive point scattering to be along any edges in our input image. Makes for a rather nice point (and triangle) distribution. This is the last part in the Poly Rembrandt series of tutorials – may you build many funny setups with it!
Download the project file here.
Very cool to learn this! Thanks. 🙂
Thanks for great learning resourse
Hi! Thank you for the tutorial. Spent the whole evening with Kernel :)) …still not sure that understand something 🙁 And how only you came to it O_O I watched several times without doing something in parallel. And if to watch at the picture horizontally – looks like more as a landscape 🙂 Have everything one in one as your parameters now, and I like the result, maybe only want to make it brighter, but anyway afraid to tweak something – seems that everything will be destroyed. Feel as you’ve said at the end it exactly for me – it was a simple setup O_o Believe me it was not, but it’s very interesting :))
Just finished this – thank you so much, the explanations behind everything and the understanding that Houdini can be a tough learning curve (using an Add node to delete something!) really helped me to feel like if I persisted I’d get there – and I did! Really appreciate you guys making this.