Chris revisited his very first Tutorial here on Entagma! He will show you a much easier way of achieving this animation in Houdini 20.5. He uses some features of Houdini 20 in a very neat way to create a petal rig and shows you how […]
All posts by “Christopher Kopic”
UE Blueprints201 – Ep.04: Ballpit – Adding Physics & Impulse to Objects
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Dividing Cell Grid – Houdini Version
In the first episodes of our Blueprints201 course over on our Patreon, we quickly showed a Houdini version of the Cellgrid project we built in this course. Today this Houdini Setup finally gets it’s own tutorial. Download Project File
UE5 Blueprints 201 – Ep.03: Creating a 3D mouse cursor
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UE5 Blueprints 201 – Ep.02: Cellgrid Project Part 2
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UE5 Blueprints 201 – Ep.01: Cellgrid Part 1
We built our base setup, now it’s time to tackle our first actual project, which will be the dividing grid of geometric cells, you already saw teased in the first episode. We’ll also learn how to structure a project in Unreal compared to Houdini or […]
UE5 Blueprints 201 – Ep.00: Building The Base Project
Yup! Two course launches in a week! Ain’t that something! One of the other very requested topics by you guys was a continuation of our short and sweet Blueprints 101 course, that the amazing Matthias Winckelmann created for us back in 2020 – tackling the […]
Advanced Setups: Using Local LLMs Inside Houdini
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Advanced Setups 30 – PCA Magic 2: Dejitter animations
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Simulating the NileRed Logo with Copernicus and OpenCL
Today we’re covering two topics in Copernicus, that are long overdue: Cellular Automata and OpenCL. CAs because they’re a classic Entagma topic and now we actually have a way in Houdini to actually build and display them directly, without the use of 2D volumes or […]
Advanced Setups 30 – PCA Magic 1: Aligning Objects
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ML101 – pt. 13: Generating Poses With Vellum And PDG
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Painterly Renders with Houdini Curves and Blender Grease Pencil
Welcome to this years first Blendini Tutorial…? Well, Blender has gotten really good at rendering brushstrokes with it’s Grease Pencil system – and Chris wants to have that functionality for his Houdini setups as well! So in this video, we’re first going to build or […]
ML101 – pt. 12: Addendum A: Stacking Additional Models
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ML101 – pt. 11: Building the Inference Setup
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ML101 – pt. 10: Reducing our Data – Encoding, Exporting and Training our Data-Set
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Space Filling Cable Generator
Chris recently stumbled on an old interview from SideFX with Guerilla Games, the makers of Horizon: Zero Dawn. And in that interview Vladimir Lopatim shared a really neat setup of a space filling cable generator. Now, seven years later, there are a ton of new […]
ML101 – pt. 09: Reducing our Data – the PCA Node
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Guest Tutorial: Truchet Tiles by Simon Fiedler
We‘re very happy to have Houdini magician Simon Fiedler back on the show! Simon will show you how to build and arrange truchet tiles in Houdini! An idea he, oddly enough, got from viral soccer ball making videos! Download Project File
ML101 – pt. 08: Pose Prep 01 – Extracting Differences
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Throwing A Snowball With MPM
We haven’t forgotten about the other big addition to Houdini with 20.5: The MPM solver! So to get into the holiday spirits, let’ s simulate a snowball. In this video, we’re covering the full process from simulation, to postprocessing and finally to rendering. Download Project […]
ML101 – pt. 07: Section Overview and Pose Generation
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Jam2Go Datamoshing in Copernicus
We’ve also seen the amazing video about Datamoshing in Unreal Engine by Jam2Go and couldn’t help but wondering: Can pull this off in Houdini as well? And with a bit of Karma-, SOPs-, and Copernicus-Magic, this is actually quite easy and fun to pull off! […]
Easy Houdini: Clay 3D Printing With Vellum
Let’s take a quick break from Copernicus and build a good, old fashioned, simple SOPs setup. And also recreate a look from additive manufacturing, that we like quite a lot here: 3d printing with clay instead of thermoplastics – which is mostly like regular 3d […]
ML101 – pt. 06: Finishing our Neural Net
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ML101 – pt. 05: Adding Tensorboard
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Free Tutorial: Triplanar Mapping pt. 2 – Normal Maps
In the second Part of this Tutorial, we will tackle Normal Maps. We will talk about coordinate systems and why they affect Normal maps and how to create a system that works even with changing objects. Watch part 1 here: Triplanar Mapping in COPs pt. […]
ML101 – pt. 04: From Python back to Houdini
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Free Tutorial: Triplanar Mapping in COPs – pt. 1
This was asked for in the comments a lot, so Chris made this two-part Tutorial on Triplanar texture Mapping in Copernicus! In this first Video Chris will go into Detail on how to set up a neat triplanar mapping Setup and will guide you through […]
ML101 – pt. 03: Transferring training data from Houdini to Python
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ML101 – pt. 02: The Python Install Episode
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ML101 – pt. 01: DIY Neural Net & Regression Basics
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ML101 – pt. 00: Introduction
This course is about making Machine Learning the next tool in your Houdini toolbox. Just like some problems are best solved with vector maths or Vex or Python, some problems get way easier with ML and we want to be able to spot these problems […]
Building a Particle Brush for Copernicus
One of those really fun party trick brushes of Substance Painter is the particle brush, with which we can, well, paint particles onto an object, which in turn will run down it’s surface, leaving some nice streaks behind. Houdini has had particles for ages and […]
Building a PBR layering asset in Copernicus
In the last video, we showed you our take on a Substance like pbr layering workflow in Copernicus. And in that video we used a custom Digital Asset that allowed us to quickly load in all textures of a pbr material, do some basic tweaks […]
Building a Substance like texturing workflow in Copernicus
We’re back! And Houdini now has Copernicus, a complete rebuild of the image workspace with a focus on texturing! So, let’s see if we can build a texturing workflow where we can bring in multiple pbr texture sets and layer them onto an object with […]
Rolling Shutter – Bending Time With Attribs
Today we want to take an artifact from digital cameras, something that we usually try to avoid, and turn it up to eleven! Make it an effect on it’s own! And that artifact is rolling shutter. To achieve this, we’ll need to bend time using […]
Popping a Soap Bubble
Bubbles! We have a bit of a thing for bubbles here at Entagma. But the one classic Houdini setup we have not done yet is a bubble pop. So let’s fix this right now! Download Project File
AHTYA 2.0 – pt.34: Course Completed!
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AHTYA 2.0 – pt.33: SOPs vs DOPs
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Volume Style Transfer With ONNX
In an earlier episode we took a first look at the new ONNX inference node, a node that allows us to use trained neural nets inside Houdini. And today we want to use this node for something usefull – Volume Style Transfer! We want to […]
AHTYA 2.0 – pt.32: Smoke Stick Part 3 – Rendering in Karma
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AHTYA 2.0 – pt.31: Smoke Stick Part 2 – Adding Details
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Machine Learning with ONNX in Houdini 20
With Houdini 20 we got our first official machine learning node from SideFX. While we previously had example scene files that did machine learing related stuff or plugins like mlops, this is the first machine learning tool that you get just by installing Houdini. So […]
AHTYA 2.0 – pt.30: Smoke Stick Part 1 – Pyro Setup
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Melting Complex Objects Part 2 – Rendering
Welcome to the second and final part of our mini series on how to melt complex objects with fine details, textures and multiple materials. All without melting your pc as well! In the first part we built a setup to retain geometric detail and now […]
AHTYA 2.0 – pt.29: Microsplash Part 2 – Adding Bubbles
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Melting Complex Objects Part 1
You guys seem to like melting things! So over the next two free tutorials, we’re going to answer one of the more common questions: How to melt more complex objects with fine details, textures and multiple materials. All without melting your pc as well! Watch […]