VEX in Houdini: Space Colonization

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Branching growth is fascinating as it has a lot of hidden structure to it and is very intricate. Many methods have been proposed over the years to model branching structures, like trees. One algorithm that is particularly beautiful and simple is the “Space Colonization” algorithm, that Adam Runions proposed in 2007. It models branches by looking at their competition for space. The space that contains the branches is filled with points that serve as attractors for the growing parts.

In todays tutorial, Manuel implements the algorithm by Runions in VEX inside of Houdini. By utilizing Houdinis high level VEX functions to find closest points it’s astonishingly easy to make this work. Follow Manuel while he creates a SOP solver that simulates this branching beahaviour.

Download the scene file

Have a look at Adam Runions original paper

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  1. Mohammed Al Abri says

    I can’t thank you enough for all the efforts & true dedications that you guys have invested to help us out growing with a high standard of beautiful design & problem-solving mindset. Yes, we’ll definitely continue to support you, because you deserve it & much more ;D

  2. This is a great example for understanding volume manipulation, solver, loops, looking up neighbor points, storing data in arrays and more importantly implementing a complex algorithm which is hard to interpret most of the time, all simply done within few wrangles. Thank you guys.

  3. kunal tiwari says

    nice job man
    can you favor me
    plz solve animated knit effect like Simon holmedal Nike shoes ad fly knite

  4. Ben Colenso says

    You Guys are Amazing!
    I cant express enough gratitude for the time, the genius, the efforts, the dedication given to sharing your knowledge and passion for the craft.
    The thought streams here shared are of immeasurable worth to the growth of the computational arts community.

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