Simulating A Rubber Band Ball In Vellum

Again Patrick triggered this one by asking if we could have a look at a setup he’s been working on. And boy did we like what we saw. Mo decided to simplify it a bit and slow it down so it could be used to […]

Render Houdini Particles with Blender CyclesX via Geometry Nodes

Transferring data between DCCs is a cumbersome but necessary task. Particles are not yet supported via nodes inside of Blender for example and usually come in from somewhere else. In this tutorial Manuel shows you how to create a surface flow particle effect inside of […]

Nerd Rant 2.0 – Ep.10: Working Remotely

Suffering through German autumn part two: Manu & Mo finally got the heaters running and aren’t freezing anymore. Fantasizing about working from some warm and sandy beach, they discuss the pitfalls of and solutions for working remotely.

Smearing Paint using FLIP

We’ve been asked by Patrick how to pull off something like these beautiful paint smears in Houdini, so we got to work. Using basic FLIP techniques will get us quite far, we just have to find the right settings. (Haha. “just” finding the settings…) In […]

Quicktip: New Grouping Behaviour In H19

By a comment on one of our videos on YouTube we stumbled upon a strange behaviour in H19 which took us a few minutes to figure out. Turns out grouping expressions are evaluated slightly differently in Houdini 19. A single short forum post got us […]

Ribbon Knot pt.2: Art Directing Wrinkles

In our last free tutorial we tied a ribbon into a knot, but what if you want (or need) to work on details like wrinkles or want to reshape parts of the knot? In this tutorial Mo covers one technique to arrange the detailed shape […]

Nerd Rant 2.0 – Ep.8: Dynamic Solvers

Mo dusted off his best shacket (yes, that’s a word!), Manu is donning his best summer shirt – at this point the guys are just trying to mentally escape winter. What better topic than dynamic solvers to get their minds off the muddy weather.

Tying A Ribbon Knot in Vellum

That special season of the year is creeping ever closer and you might be starting to think about gift wrapping. One important aspect of which is the decorative ribbon that goes around it. Not that we’re particularly talented at arts and crafts, but we were […]

Nerd Rant 2.0 – Ep.7: Photogrammetry

Manu dons his finest T-shirt, Mo is going all lumberjack, the audio offset still hasn’t been fixed and the guys discuss their experience turning photos into 3D meshes.

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KineFX 101 – Pt.0: Intro & Overview

Woohoo! A new course! This time all about SideFX’ new animation darling: KineFX. In this very first episode Chris gives a short overview over the topics we will cover, as well as a small introduction into the different parts and subsystems of KineFX.

Geometry Nodes 3.0 – Plant Growth with Fields

Now that Blender 3.0 is in beta it is time for a little more advanced setup. In this tutorial Manuel will build a multi-layered growth effect. Fully procedural plants are scattered on a procedural terrain and controlled by an effector empty. They all grow individually […]

Nerd Rant 2.0 – Ep.6: Houdini 19

Mo is back from holidays, Manu’s winter semester started and both guys are freezing through the German autumn. Yet a ray of hope shines on them in the form of SideFX’s new Houdini 19 release.

Test Driving Houdini 19: Creating Wrinkles & Rendering Them In Karma XPU

It’s Halloween(ish). – so Mo decided he’d create something creepy. And this is as creepy as his mind gets. No judging. In this tutorial we’ll cover the creation off stress maps to drive the procedural generation of wrinkles using Houdini’s Karma XPU and MaterialX displacement. […]

Test Driving Houdini 19: Poisson Image Blending

Houdini 19 has been released and Mo is taking it for a test drive. As far as you can drive any software. (I mean a car’s firmware you’d definitely drive…) In this video, Mo demonstrates the canonical example for one of the more popular image […]

Test Driving Houdini 19: Injecting Packed Primitives

Houdini 19 has been released and Mo is taking it for a test drive. As far as you can drive any software. (I mean a car’s firmware you’d definitely drive…) In this video, Mo modifies the abstracted sculpture we built in part one by using […]

Test Driving Houdini 19: Karma XPU, MaterialX And A Hidden Gem

Houdini 19 has been released and Mo is taking it for a test drive. As far as you can drive any software. (I mean a car’s firmware you’d definitely drive…) In this video, Mo builds an abstracted sculpture out of minimal surfaces by using H19’s […]

Geometry Nodes 3.0 – Cube Grid with Fields

The Geometry Nodes Team decided to redo the architecture of Geometry Nodes for the Blender 3.0 release. Fortunately we can have a look at the new way of working immediately by using the 3.0 Alpha. This tutorial creates a similar effect as my older Cube […]

Nerd Rant 2.0 – Ep.4: Our Software Biography

We still have offset audio, one camera is slightly out of focus and Mo starts requiring a haircut, but on the plus side we discuss our weird origin story in terms of apps and tools we used. To at some point in the future arrive […]

No VEX Houdini: Organic Modelling Using Winding Numbers

Continuing our “No VEX Houdini” tutorials, Mo covers implementing a very clever technique to model organic surfaces using a mesh’s winding number, as presented in this thread on Twitter by Daniel Piker. In this quick (sub 10 min) tutorial, Mo will use one of Houdini’s […]

No VEX Houdini: Dual Surfaces, my favourite setup

A new tutorial in the No VEX Houdini series. Here Manu explains one of his all time favourite setups: Dual Surfaces. By calculating the dual graph to the initial delaunay mesh, the triangle mesh that is, we end up with a very interesting voronoi-style surface […]

No VEX Houdini: My First(ish) Setup: Abstract Sails

Continuing our “No VEX Houdini” tutorials, Mo presents one of the first setups he built when he started using Houdini. He also rambles a bit about what Manu and Mo actually mean when they talk about using VFX tools for abstract design. In this quick […]

Nerd Rant 2.0 – Ep.1: Blender Geometry Nodes

Yes we still have some black frames in there, yes the audio is still slightly offset, no we don’t have a proper intro yet… but… you get the idea. In our second (or first depending on how you count) episode of our new nerd rants, […]

No VEX Houdini: Dancing Mocap Trails

Houdini without using VEX? It is possible. Although Mo doesn’t enjoy it, he guides you through setting up a simple abstract mocap animation using nothing but built in SOPs. No scripting in this one. Promised. Of course everything is heavily inspired by Method Studio’s seminal […]