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AHTYA 2.0 – pt. 13: Understanding For Loops in Houdini
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AHTYA 2.0 – pt. 12: Rendering B: Octane Walkthrough
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AHTYA 2.0 – pt. 11: Rendering A: Overview and Preperations
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AHTYA 2.0 – pt. 10: Flower Tube Project Part 2
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AHTYA 2.0 – pt. 09: Understanding Points, Verts, Prims, Details and Edges
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AHTYA 2.0 – pt. 08: Understanding Attributes in Houdini
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Paper Folding with Vellum
In this video Chris covers a simple way of simulating origami like patterns in Houdini and Vellum, just using edge groups and (depending on how you count them) three or six lines of vex. We can very much recommend watching Junichiro Horikawa’s previous explorations on […]
Advanced Setups – pt.28: PyTorch Series 2b – Battle of the Latent Spaces
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Advanced Setups – pt.27: PyTorch Series 2a – Upgrading the Autoencoder
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Nerd Rant 2.0 Ep. 24: Python (In General & In Houdini)
Manu and Mo discuss why they stopped worrying and love Python.
AHTYA 2.0 – pt. 07: Understanding Groups in Houdini
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AHTYA 2.0 – pt. 06: Flower Tube Project Part 1
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Nerd Rant 2.0 Ep. 23: MLOPs – Machine Learning In Houdini
Mo has been away, working together with Paul Ambrosiussen to bring machine learning into Houdini. Resulting in a toolset with the bestest ever Banner on Github: MLOPs
Simulating a Belt Adjuster in Vellum
There are some setups that start out looking quite easy and then get harder the more you start thinking about them. And this belt adjuster is one of them because we got quite a few elements interacting with each other. As usual with Vellum, the […]
AHTYA 2.0 – pt. 05: Squishy Vellum Project Part 2
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AHTYA 2.0 – pt. 04: Squishy Vellum Project Part 1
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AHTYA 2.0 – pt. 00: Course Overview
We’re renewing our beginner course for Houdini. We’re creating “Adding Houdini To Your Arsenal 2.0”. The first version was one of the earliest courses on our Patreon and is now already four years old. Houdini has changed and so should this video series. So, get […]
AHTYA 2.0 – pt. 01: User Interface
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AHTYA 2.0 – pt. 02: Node Editor
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AHTYA 2.0 – pt. 03: Parameters, Keyframes & Basic Expressions
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Building a Latent Space in Houdini: Part 2 – Implementation
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Building a Latent Space in Houdini: Part 1 – Theory
This week we want to give you a lot more insight into what a latent space actually is and how it gets created. In this case not by using Stable Diffusion, but by building and training our own neural net inside Houdini, who’s only job […]
Strange Forests: Creating 2.5D Images with MLOPs and Faking DOF in Pointclouds
Now that MLOPs is released and available for everyone, let’s create some motion graphics using those new tools and combine them with other workflows we already know from Houdini. In this video Chris shows you how he created these strange forest renders while beta-testing MLOPs […]
Simulating Curling Ribbons in Vellum
The idea for this video came from a question on our Patreon Community Hub, asking us how we’d go about creating curling ribbons in vellum, similar to a very beautiful setup by Playback Design. And, as it turns out, this is a quite fun and […]
KineFX 101 – pt. 30: Tree Rig 04: Rendering in Karma
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KineFX 101 – pt. 30: Tree Rig 03: Simulating the Twig
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KineFX 101 – pt. 30: Tree Rig 02: Rigging the Tree
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KineFX 101 – pt. 30: Tree Rig 01: Generating a Tree
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Advanced Setups 25 – Controlling Stable Diffusion With Houdini Pt. 3: ControlNet
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DIY Rendering Engine Like It’s 1975
What do you do when you need fast info passes rendered out but are too stupid to set up something in ROPs and too lazy to use Solaris? Right – you build yourself a 1970s render engine straight in SOPs. Clever? Not sure. Useful? Definitely. […]
Geometry Nodes Ep23 – Finishing The Effect
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Advanced Setups 24 – Controlling Stable Diffusion With Houdini Pt. 2: img2img
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Advanced Setups 23 – Controlling Stable Diffusion With Houdini
Of course Mo could take the high road and build a stable diffusion pipeline using Huggingface’s Diffusers library… But let’s not kid ourselves. Thanks to Automatic1111’s API Mo can duct tape together Houdini and WebUI to use both of these awe inspiring powerful tools to […]
Creating Escher Inspired Tiling Tesselations
Jeroen Claus happens “to know a particular kind of software that’s pretty good at applying a set of geometrical rules.” So he sets out to take you on a journey of building Escher inspired tesselations. Download Project Files (.hiplc)
KineFX 101 – pt. 29: Rigging Volumes
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Creating an AI Chimera Using Stable Diffusion
We continues poking into stable diffusion by giving a brief overview of what tokens and embeddings are and how the can be manipulated to blend between prompts. Finally we create some nonsensical animals. Huge thanks to Chris Hoffmann (ugly stupid honest) Notebook: Stable Diffusion Deep […]
Geometry Nodes Ep22 – Coloring the Yarn Sculpture
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Houdini Tutorial: Waddington Landscape
We are very excited to host our dear friend Dr. Jeroen Claus with a very special tutorial. He’s been working together with Tape Lab, UCL Cancer Research’s Cell Communication Laboratory, to visualise data from their study A Single-cell Perturbation Landscape of Colonic Stem Cell Polarisation, […]
Geometry Nodes Ep21 – Creating the Second Layer: The Yarn Sculpture
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Guest Course: Creating a Rolling Objects Solver – Part 1
View Full Course Here Please welcome our friend Bastian J. Schiffer who generously agreed not only to do a guest tutorial, but a full seven part course! In this begintermediate course, he is going to take you through the steps necessary to build a solver […]
KineFX 101 – pt. 28: Building a Curve Controller for KineFX
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KineFX 101 – pt. 27: Flower 05: Fur, Karma and Variations
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Geometry Nodes Ep20 – Implementing a Linear Falloff
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Stable Diffusion & OpenCV for Face Detection and Automatic Compositing
Ever wondered what to do with your overfitted neural networks that seem to be good at generating exactly one thing? In this video, Mo has a suggestion: Augment it with a bit of OpenCV and use it to automatically detect facial features in an input […]
Advanced Setups 22 – Jeroen Claus: Comparing Clustering Algorithms
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Geometry Nodes Simulation: Relax Points
Often you’ll need point distributions with non-overlapping points. Be it that you want to pack scales onto the surface of a fish or distribute vegetation on your procedural terrain. Although the “distribute points on faces” node comes with a poisson disc mode to remove overlapping […]
Houdini Guest Tutorial (Simon Fiedler): Easy Energy Spirals
Please welcome our Friend Simon Fiedler to a guest tutorial. He generously agreed to share a quick and easy production setup he built for a recent project: Energy spirals with a high degreed of art directability.