We’re thrilled to have Houdini artist supreme Vladyslav Lavrenov for a guest tutorial. And quite a hefty one! Vlad takes us through his reasoning and steps to build a path solver in Houdini to have seemingly random momevements on a grid form a coherent behaviour. […]
All posts by “Moritz”
Rendering 101 – pt. 26: Contemporary Lighting Styles Pt.1 – The Very Simple Ones
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Silly Pillow Pt.4: Shading & Rendering In Redshift 3D
For our final sprint we’re talking shading, lighting and rendering our simulation results in Redshift 3D. Download Project File
Silly Pillow Pt.3: Post-Simulation Tweaks Using CHOPs
This might be the first time in Entagma history that Mo is touching CHOPs. And it’s for a reason: we’re gonna adjust and filter our simulation’s result. Download Project File
Rendering 101 – pt. 25: AOVs In Redshift
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Silly Pillow Pt. 2: Adding Detail & Tweaking Stitches
In part two of our silly pillow series, Mo adds detailed wrinkles by tweaking our Vellum sim’s constraint parameters. This makes our pillow look more like something out of a Franquin comic. Also you’ll be exposed to two lines of VEX script. You’ve been warned. […]
Silly Pillow Pt. 1: Setting Up Stitches In Vellum
Mo needed something relaxing after a longer stretch of math, algorithms and OpenCL. So we decided to build something quick, rewarding and fun: A weird inflatable structure in Vellum. Download Project File
Rendering 101 – pt. 24: Building Non Photorealistic Shaders In Redshift
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Behind The Scenes: Mo Fixes His Audio (Great Advice For Recording!)
One particular comment on YouTube pointed out that apparently Mo’s recordings had some sort of weird Audio issue. Today Mo goes about fixing it.
Rendering 101 – pt. 23: Building A Procedural Wood Shader In Redshift
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Houdini On Mushrooms Pt.2: Point Deform In-Depth: The LinAlg Monster
Be careful what you whish for! 🙂 In this video we’ll be diving into the depths of Houdini’s point deform node. What superficially looks like a trivial task turns out to be a bit more involved than Mo initially hoped for. Brace yourself for some […]
Rendering 101 – pt. 22: Using Redshift Proxies
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Houdini On Mushrooms Pt. 1 – Softbody Shrooms
This is the start of a new mini-series on fundamental Houdini techniques. Demonstrated using mushrooms. Of course. We’re starting off by setting up a softbody simulation in Vellum and then using Houdini’s point deform node to transfer the low resolution simulation results onto high res […]
Rendering 101 – pt. 21: Instancing In Redshift (Plus A Bit Of Shading)
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Guest Tutorial: Looping Flower Petals
We’re thrilled to have Houdini artist extraordinaire and educator Chris Kopic for a guest tutorial. Chris agreed to shed some light onto how he created this endless looping flower. Using vellum and a bit of houdini trickery. Download Project File
Rendering 101 – pt. 20: Color Space Basics & Intro to ACES
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Simulating Fabric Hoses In Vellum (Or: How To Rip Off Your C4D Friends)
Recently I’ve been talking to our dear friend and übertalented designer/creative/artist Vincent Schwenk about his recent main- and side projects. One thing that came up was a certain dynamics setup he’s been working on in Cinema 4D and we agreed it’d be a funny idea […]
Rendering 101 – pt. 19: Faster GI Using Irradiance Caching & Irradiance Point Clouds
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Guest Tutorial: Meshing Small Scale Flip Sims
Our friend Alvaro Moreira put quite a lot of work in optimizing small scale fluid meshes over the last couple of months. Today he wants to share his findings with the Entagma community. Watch him smooth a fluid’s surface while maintaining sharp creases between the […]
The Houdini Donut Tutorial!
EDIT: Simon Fiedler just informed me that in fact we’re not the first ones to do a Houdini Donut tut. Dang! Kudos to Konstantin Magnus! — Mo has recently started learning Blender. (Don’t worry – we won’t ditch Houdini. We just think Blender makes for […]
Rendering 101 – pt. 18: Layering Materials (Plus A Bit Of Curvature)
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Procedurally Modeling A Raspberry
Mo has recently started learning Blender. (Don’t worry – we won’t ditch Houdini. We just think Blender makes for a nice addition to our toolkit.) And while watching a certain popular donut tutorial, it became painfully obvious that sometimes procedural modeling is king. As is […]
Rendering 101 pt. 16: Subsurface Scattering in Redshift – 3 Flavors
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Rendering 101 pt. 15: Volume Shading Principles Demonstrated In Redshift
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Essential TD Skills: Designing & Implementing Algorithms
A popular misconception we often encounter when answering questions, is the notion that in order to simulate an effect A that looks somewhat similar to another algorithm we built to simulate effect B, all you need to do is tweak a few parameters. While true […]
Rendering 101 pt. 14: Photon Mapping / Caustics In Redshift
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Quicktip: Fluid Splashes Using FLIP
After we went over shading, lighting and rendering refractive materials in our latest video in Rendering 101, you wanted to know how the liquid splash we used had been created. Look no further – in this tutorial Mo walks you through all the necessary settings […]
Rendering 101 pt. 13: Lighting & Rendering Glass In Redshift
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Nerd Chat: Dr. Jeroen Claus – Covid, Proteins, Visualisation
Mo chats with Phospho’s Jeroen Claus, covering topics such as protein visualization, virus nubbins and Folding@Home. Jeroen’s Company: https://www.phospho.co.uk/ David Goodsell: https://ccsb.scripps.edu/goodsell/ Folding@Home: https://foldingathome.org/
Guest Tutorial: Dr. Jeroen Claus – Rendering The Corona Virus’ Spike Protein
You asked us how to visualize the corona virus, but we’re by no means biologists… So we went out (Only virtually of course – we’re still curfewed as of today.) and found someone who is more qualified than us to cover that task. May we […]
Rendering 101 pt. 12: Basic Setup – V-Ray
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A Bit Of VEX : Caustics Generator pt. 2 – Extended Features
Building on our last setup, we’re covering rendering out your caustics using COPs, art directing their pattern and making your caustics tileable. Download Project File
Rendering 101 pt. 11: Basic Setup – Arnold
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Rendering 101 pt. 10: Basic Setup – RenderMan
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A Bit Of VEX : Easy Caustics Generator
Last week we’ve been visited by our good friend Fritz “Frizz the Whizz” Kemmler – a most talented developer. And while pondering some other algorithms, we needed a bit of distraction. So we ended up throwing together this one: A very straightforward and not so […]
Rendering 101 pt. 9: Basic Setup – Octane
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Rendering 101 pt. 8: Basic Setup – Redshift
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Rendering 101 pt. 7: Basic Setup – Mantra
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Rendering 101 pt. 6: Three Point Light (Studio)
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Papers Please – Graph Bundling Pt. 2: Building The Setup
Watch pt. 2 here. In part two of our tutorial on Kernel Density Estimation Graph Bundlig we’re implementing the setup and adapt it to create smooth animations. EDIT: It’s been brought to our attention that there is another neat graph bundling technique based off of […]
Papers Please – Graph Bundling Pt. 1: Theory
Watch pt. 1 here. Let’s spread a bit of joy and dive into VEX and Houdini-SOPs again to implement a really neat technique from a french/dutch paper covering graph bundling. While graph bundling is usually found in network analysis or geovisualization, we’re gonna adapt the […]
Houdini In Five Minutes 20: That’s All Folks!
That’s it for the first sprint of “Houdini in five minutes”. We’ll probably publish additional five minute tutorials in the future but for now it’s back to our default schedule: Bi-Weekly Free tut and premium courses on Patreon. Free Resources (Apart from Entagma): Matt Estela’s […]
Houdini In Five Minutes 19: SOPs, Redshift & MOPs – Isocontours: Setting Up The Rendering
In our final project for this first sprint of “Houdini in five minutes” we’re gonna build a tactical shooter style isocontour map with a bunch of moving particles. We’re gonna be using Houdini’s built in SOPs, a bit of MOPs (www.motionoperators.com) and Redshift (www.redshift3d.com). In […]
Houdini In Five Minutes 18: SOPs, Redshift & MOPs – Isocontours: Setting Up The Particles
In our final project for this first sprint of “Houdini in five minutes” we’re gonna build a tactical shooter style isocontour map with a bunch of moving particles. We’re gonna be using Houdini’s built in SOPs, a bit of MOPs (www.motionoperators.com) and Redshift (www.redshift3d.com). In […]
Houdini In Five Minutes 17: SOPs, Redshift & MOPs – Isocontours: Setting Up The Terrain
In our final project for this first sprint of “Houdini in five minutes” we’re gonna build a tactical shooter style isocontour map with a bunch of moving particles. We’re gonna be using Houdini’s built in SOPs, a bit of MOPs (www.motionoperators.com) and Redshift (www.redshift3d.com). In […]
Houdini In Five Minutes 16: Building A Flip Display Using MOPs
Let’s put our newfound knowledge of packed primitives and the MOPs toolkit to use and build a straightforward mechanical display! Download Motion Operators for free. Download Project File
Houdini In Five Minutes 15: Packed Primitives (Theory)
Let’s dive into our last bunch of videos in this first sprint of “Houdini in five minutes” with a seemingly dry topics: Packed Primitives / Instances. Although slightly technical, it’s a powerful concept that enables Houdini to work on massive scenes.
Houdini In Five Minutes 14: Rendering Grains In Redshift
After we’re done setting up our simulation, let’s render it! This time using Redshift, one of our favorite engines when it comes to working and rendering in Houdini. Yes it doesn’t come with Houdini. Yes it’s a third party addon. Yes it costs money. However […]