When my office mate Benno asked me to come up with a setup to turn a bunch of hexagons into a voronoi cell pattern, it came to my mind that there is a wide variety of techniques in Houdini to achieve such a transition effect: […]
All posts by “Moritz”
Vellum 101 – pt. 16: Blend Shapes
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Vellum 101 – pt. 15: New In Houdini 17.5: Per Point Friction
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Alien Orb: Vellum Grains & Redshift
The long (well – not really) lost holiday special surfaced! This was my first attempt at making something wintery, trying to cook up a snow globe. Turned out I tend to be better at producing weird alien orbs – so here we are.
Vellum 101 – pt. 14: Force Directed Graph
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Vellum 101 – pt. 13: Connecting Wires
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Vellum 101 – pt. 12: Inflating Ballons Into A Shape
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Production Setup Walkthrough: Color Dust Explosion
Happy holidays everyone! After my planned snow globe tutorial turned more into a disgusting alien egg thingy, I decided to instead dig out a production setup I did a while ago, doing the (very) popular dustsplosion.
Vellum 101 – pt. 11: Soft Constraining Grains & Soft Bodies
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Vellum 101 – pt. 10: Twisted Wires
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Vellum 101 – pt. 9: Pills (Rigid Bodies & Grains)
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Vellum 101 – pt. 8: Swirly Cloth (Vellum + POP Attract)
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Vellum 101 – pt. 7: Shrinkwrapping
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Vellum 101 – pt. 6: Manually Creating Vellum Constraints
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Vellum 101 – pt. 5: Avoiding Jittery Simulations
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Vellum 101 – pt. 4: Vellum In DOPs
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VOPs Quicktip: Shaping Displacement Using Modulo & Noise
My grudge with social media is that it is virtually impossible to find posts after a few weeks. I saw this effect on twitter in some real time engine. Unity or Unreal. I’d love to give credit to whoever cooked it up, but I’m unable […]
Vellum 101 – pt. 3: What About Grains?
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Vellum 101 – pt. 2: Dynamic Constraints In Vellum’s SOP Solver
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Grains & Vellum 101 – pt. 1: The Different Constraint Types
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Grains & Vellum 101 – pt. 0: Animating Vellum Constraints
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VEX101 – pt. 23: Implementing A Paper: Hidden Point Removal
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VEX101 – pt. 22: Quicktip: How About A Material Wrangle
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VEX101 – pt. 21: Where’s The Pixel Wrangle?!
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VEX101 – pt. 20: Packed Primitives & Primitive Intrinsics
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VEX101 – pt. 19: Why Quaternions?
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VEX101 – pt.18: Transformation Matrix Intuition
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VEX101 – pt. 17: Intersecting Lines
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VEX101 – pt. 16: Pixel Sorting
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VEX101 – pt. 15: A (Not So) Quick Recap & Fake Hanging Wires
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VEX101 – pt. 14: Starting A Function Library
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VEX101 – pt. 13: Custom Functions
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VEX101 – pt. 12: If-Statements
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VEX101 – pt. 11: Arrays & Foreach-Loops
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VEX101 – pt. 10: For Loops
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VEX101 – pt. 9: Creating Chladni Patterns
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VEX101 – pt. 8: Generating Curl Noise
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VEX101 – pt. 7: Accessing Other Stream’s Attributes
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VEX101 – pt. 6: Generating Randomness
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VEX 101 – pt. 5: Functions
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VEX 101 – pt. 4: Variables
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VEX 101 – pt. 3: Data Types & Accessing Attributes
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VEX 101 – pt. 2: SOP Wrangle Basics
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VEX 101 – pt. 1: An Honest Foreword
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VEX 101 – pt. 0: What’s In This Course?
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Volumes 101 – pt. 25: Breaking Up Smoke Sims
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Volumes 101 – pt. 24: Linear Volume Ramp
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Volumes 101 – pt. 23: Something New
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