In this quickie we’ll go over how to turn standard voronoi cells into something alittle bit more organic. We’re going to use a combination of standard SOPs to quickly build a versatile procedural setup which allows you to create a plethora of different patterns.
great ! easy to follow and covering a lot of cool techniques…plus the final output is nice.
thanks for the effort
Learning some techniques from you
Another easy to follow and understand tutorial!
New smooth node doesn’t work the same way you put it here…
H16 changed the game a lot, and maybe worth it to revisit some of the tutorials as it is not the same results cause the nodes have different behaviours…
Cheers.
And not just the smooth, but all the new shaders system (mat) which is quite different with shop…
H16 new features are really different!!
Cheers…
For the smooth SOP see the example posted in the comments in differential line growth. As far as shading goes – the new MAT system isn’t too different from SHOPs. Just use a Classic Shader or a Principled Shader and you’ve got most of the options you already had in SHOPs.
Cheerio 🙂
Thanks for all these great tutorials and information! I’m trying to get this effect over in a obj file, how would I best go about achieving this?
Right click on the node you’d like to export, then select ../save/geometry and select .obj as file format. That should be it 🙂 Cheers, Mo
Hey Mo!
Thanks for this but I think I explained it wrong, I mean applying this effect to an existing 3d model in zbrush of a tigerhead for example.
Cheers