Blending smoothly between a high-poly mesh and its low-poly representation is a subtle but useful effect. In this “Low Poly Transform” Houdini tutorial, you’ll learn how to create two versions of the same object, one smooth and one faceted, with the exact same topology. This enables you to blend between the two using a falloff value. We’ll use barycentric coordinates to interpolate the low-poly falloff values and transfer them to the high-poly mesh and then mix the positions and normal with VOPs.
HOW TO SMOOTHLY BLEND FROM
HIGH TO LOW POLY MODEL IN HOUDINI
01:05 The start file 02:55 Creating a SDF 04:00 Reprojecting the points of the low-poly 06:40 Subdividing to generate a pseudo low-poly object 10:00 Reprojecting again to create a high-poly with the same topology 15:00 Creating a falloff value 20:00 Transferring the falloff value to the high-poly 22:10 Finding barycentric coordinates 25:15 Blending the positions 27:35 Blending the normals