Houdini Algorithmic Live #095 - Pixel Art Generator
Junichiro Horikawa・81 minutes read
The live stream focuses on converting 3D geometry to 2D pixel art without shaders using SOPs and COPs in Houdini. Various settings and techniques are explored, such as creating a lighting system, color mapping, adding borders, and creating shadows for a more realistic appearance.
Insights
- The tutorial focuses on using SOPs and COPs in Houdini to convert 3D geometry into 2D pixel art without relying on shaders, offering a unique approach to creating pixelized images by representing each colored face of the grid with a dot.
- The process involves detailed steps such as creating a lighting system, utilizing vertex-based shading, importing external color palettes, and projecting 3D images onto a 2D plane to achieve the desired pixel art effect, showcasing the intricate techniques employed to transform 3D models into pixelized 2D images.
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Recent questions
How can 3D geometry be converted into 2D pixel art?
The process involves using SOPs and COPs in Houdini to generate 2D pixels on a plane, with each dot representing a colored face of the grid. The initial 3D geometry is pixelized to create the pixel art image, without utilizing lighting systems or shaders typically used for rendering engines. By adjusting settings like border thickness, smoothness, and resolution of pixels, users can customize the pixel art. This system offers a surface-level approach to shader-like effects, guiding users through creating basic lighting systems, vertex-based shading, and importing textures for color mapping in Houdini.
What is vertex-based shading in Houdini?
Vertex-based shading in Houdini involves coloring each vertex with specific colors picked from the material, allowing for precise control over the coloring of objects. External color palettes can be imported for coloring objects, with options to adjust brightness, darkness, and lightness. By using zero to one for brightness control and creating curve mapping between fit one one and fit zero one, users can experiment with different brightness levels for varied effects. This shading technique offers a unique way to color objects in Houdini without relying on traditional lighting systems.
How can a 3D image be projected onto a 2D plane in Houdini?
To project a 3D image onto a 2D plane in Houdini, users can access camera information like position, rotation, resolution, aspect ratio, focal length, aperture, near, and far clipping. By creating a perspective matrix using this camera information for perspective distortion, point positions can be converted into normalized device coordinates (NDC) using a 2nd dc function. By multiplying the inverse perspective matrix with NDC positions, the image can be projected onto a 2D plane, adjusting for aspect ratio. This process allows for the creation of a 2D image from a 3D perspective, retaining depth information for a realistic appearance.
How can color mapping be simplified in Houdini using VEX?
In Houdini, color mapping can be simplified using VEX by converting color information into point positions to find the closest color value using the new point function. By mapping the closest color point to replace the current color, users can successfully map colors to a palette. This process streamlines the task of mapping colors in Houdini, offering a more efficient way to work with color information in 3D images and pixel art projects.
How can shadows be created in Houdini for 2D pixel art?
Shadows in Houdini for 2D pixel art can be created by utilizing a directional light to cast shadows on a floor shape, like a grid, colored with a single random color. By intersecting rays from the camera position with obstacles, users can adjust for proper shadow creation, enhancing the shadow appearance by smoothing borders and adjusting thickness for a realistic look. Experimenting with different geometries and transferring color information to vertices can further enhance the shadow creation process, adding depth and realism to the pixel art image.
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