When my office mate Benno asked me to come up with a setup to turn a bunch of hexagons into a voronoi cell pattern, it came to my mind that there is a wide variety of techniques in Houdini to achieve such a transition effect: Using built-in nodes vs. using VEX.
When trying to guess which way would be the quickest / most elegant/ best to build this setup I had the idea of comparing what it measn to build the core of such an asset using either standard nodes only vs. employing a bit of VEX to set up the effect.
After trying out both ways, I personally ended up liking the VEX way better – but that might be only me. Let us know how you’d have tackled this setup and what technique you prefer!
Good stuff guys! 🙂 One thing to add, there’s an even faster way to generate uniform hexagons via voronoi. Just use the Points From Volume SOP set to Tetrahedral, wired into the same grid with 2×2 rows/columns. 3 nodes down to 1!
really appreciate the sop side-by-side with the vex workflows. I’m a full time fx artist and the sop setup would have been how I did this kind of effect. However I’m trying to improve my vex, so this is the perfect kind of tutorial to help me improve. Very cool
Thanks for another tutorial, great
I’m a total beginner in Houdini. How would I extrude these Voronoi polygons to get the effect of the animation at the start of the video? And the top face of the extrude has a smaller scale as well.
the Polyextrude-SOP is your friend 🙂
Thank you, and how they animated the voronoi, the patterns change, it looks alive.
Hi, could you please hint on the color effect going on in the animation?
I believe it is something along this logic:
– gradient from cyan to white.
– color gradient change driven by pscale attribute. (ie if hexagon stays the original color, and depending on how much changes color goes from cyan to white).
I think I got the color SOP plugged into the pointjitter-SOP which shows the gradient overtime but clueless to how to maintain the color in the extruded voronoi.
lastly the spinning effect – I actually have no lead… would be nice if you could hint as well but not necessary.
I’ve just started learning so my apologies if my questions are over the line.
Hey Mo, playing with a setup like this where im extruding and animating the animated voronoi pattern. Bit of an issue texturing it in the end either with UVs or tri-planar with Rest because the Voronoi fracture seems to add to and jump point numbers about while animating which doesn’t let me UV or establish a solid rest position.
Any thoughts on how to approach that with the changing point numbers and topology at all?