I was watching Entegma's Low Poly Transform tutorial and this idea come up on my mind.
For Entagma's video here is the link: Entagma Low Poly Transform
My Store Link: Houdini Procedural Poly Transfrom
This is the reasult of morphing setup
I have used high-res geometry and used polyreduce node to make it low poly version
This picture shows the color mask, i just gave simple color mask but if we want we can make it noise color map too. This color map comes to VDB from Polygons node with extra attribute i created on point.mask name. Gave it mask VDB Name and ready to use that data
Simple Instance lighting setup
I have added two color of shader. Open color gold and darker color of gold. I feed them to layer mix and otherside restpos taking the position data for shader and gave it tubulent noise to create noise for the shader. Rounded edge use that noise for the edges only and you can me something old look. After that feed the rounded edge to layer mix's alpha connection. Compute light node is necessarly use. There are two output connect to collect because of i have sahder but should feed the displacement too. This way output2 (on the bottom) is giving dispalcemnt data which is 0
For better check: Houdini Procedural Materiel
This is my basic workflow. I use original geometry and using polyreduce node to make it lowest poly. With attribwrangle1 i am creating color data using
" f@mask = chramp("ramp",relbbox(0, @P));
@Cd.x = @mask;" code
This VEX code creates color ramp data on the geometry with ramp slider. I gave animation to ramp slider for morph. You can give noise ramp colro data also.
vdbfrompolygon3 is original high-res geometry
vdbfrompolygon2 is low poly geometry
vdbfrompolygon1 is ramped geometry
I connect three of them to vdbmorphsdf and played with Timestep , actually just made it two lol after that converted to polygon and cached that heavy data to see faster animation.
Than you







