A solution I devised for generating recursive subdivision grids on input geometry
A solution I devised for generating recursive subdivision grids on input geometry
Custom VEX code and Vellum to create organic webbed structures
Custom VEX code and Vellum to create organic webbed structures
VEX exercise for generating arcs between points of an input shape
VEX exercise for generating arcs between points of an input shape
Procedurally generated cellular wall-like structures
Procedurally generated cellular wall-like structures

Wrote VEX code to perfectly stack points of controllable radii on top of each other. This allowed me to create a mesmerizing and seamlessly looping animation

Arnold rendered version of example on the left. This time, the frequency of the the radius pattern is doubled

Procedural setup for generating high-fidelity thread geometry for extreme-macro shots. Also features a fully simulated dusty atmosphere system I've gone on to use in many shots for a gritty analog feel. Rendered with Arnold in Houdini

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