Ricardo Ponce

@ribponce

Procedural modelling and anything Houdini. All content and opinions are my own, unless otherwise stated.

Vrijeme pridruživanja: studeni 2017.

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  1. Prikvačeni tweet
    10. ruj 2018.

    I have been working on a new personal project for quite a while now and the time has come to put it out in the world. Say hello to ! My annotations and scene files being steadily compiled. There's a lot more to come, spread the knowledge! .

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  2. 21. pro 2019.

    By the way, I'm starting to look for new opportunities work-wise in the near future, if anyone knows about something hit me up! Really appreciate all the support!

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  3. 21. pro 2019.

    This is what I have been working on lately; still bare bones in terms of module variation, but I like where it's headed! Highly customizable as always. It's honestly hard to imagine a future where procedural-ism isn't essential! .

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  4. 19. pro 2019.

    Have been working on a tool for generating procedural medieval modules. A modified Lot Subdivision SOP from is used for layout under the hood; here it also supports skewed angles. Works with any input, regardless of size or shape. .

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  5. 24. stu 2019.

    Okay, I think I just found a solution using only the HF tools. I'm actually mad I didn't think of this before. Just use a Layer with the Maximum between them, then Subtract the background, mask it by height and Add it back!

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  6. 24. stu 2019.

    Looping in and , is there a better way to achieve this? Otherwise, I think it's worth of a RFE.

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  7. 24. stu 2019.

    Attempting to find the best method for blending distinct terrains in . There should be an easier way to mask a heightfield with another heightfield. The current workflow involves converting one of them to geometry and masking by object; not optimal. .

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  8. 21. stu 2019.

    Terrain doodling, mostly studying some new workflows. Simple gradient mapping generated in COPs using the heightfield data. .

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  9. 4. ruj 2019.

    Remember that noise setup I shared a while ago? That's what is basically driving the motion here, which is why it loops nicely. Same deal as before, created in houdini and rendered with eevee. .

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  10. 3. ruj 2019.

    Testing out Eevee's animation rendering; this took around 3s per frame, plus a bit of post in Fusion (first time using it too). Far from complex or final quality, but a viable option for lookdev. All created in houdini though, then reconstructed in blender. .

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  11. 2. ruj 2019.

    Followed a blender Animation Nodes tutorial; it honestly still feels a bit clunky. Created the geometry in Houdini instead, and tested Cycles for rendering after exporting. Eevee for lookdev is also pretty nice. .

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  12. 27. kol 2019.

    Yet another boulder generator: A scatter tool that is aware of possible candidates on disk and adapts accordingly, as well as efficiently batch exporting multiple geometry pieces as a sequence. . .

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  13. 26. kol 2019.

    Wrapping up those looping noise experiments, updated to the website; small write-up and example file available. . .

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  14. 17. kol 2019.

    Been trying some different settings, but overall it seems to look best with a Perlin Flow noise type on a Unified Noise VOP. Also tried replicating it in vex but I feel like the functions lack VOP's versatility. .

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  15. 16. kol 2019.

    Exploring 4D noises and learning how to loop them seamlessly. Special thanks to for the inspiring links shared on his legendary odforce forum thread! .

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  16. 27. srp 2019.

    I remember watching an older, relatively unknown tutorial, that showed a VOPs solution to this, but I can't find it anymore. I'd like to figure out how to compensate the tangent so that Peak has the same result as a Polyexpand2d. Any ideas? .

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  17. 17. srp 2019.

    Been working on a tool for scattering any amount of geometry from a pool on disk procedurally (more on that soon), and parallel to that I wanted to create a few generators for populating terrains. Still needs some work but it's a good start! .

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  18. 10. srp 2019.

    Playing around with a few ideas. This currently uses that same polycut trick, although inside a loop and with varying values for each named primitive. Been thinking if there's a better way of achieving this? .

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  19. 4. srp 2019.

    Concluding these experiments for now, with a final turntable gif to celebrate it! I wrote a little bit about it on the blog. There you can download the scene file as well as grab your new 4k desktop background. .

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  20. 2. srp 2019.

    Things are getting out of hand. .

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  21. 1. srp 2019.

    I really like how organic and almost fractal-like it becomes by only increasing the target point count and varying density. .

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